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THE CRUSADES MINI SUPPLEMENT

THE CRUSADES
The Crusades cover a 200 year period of history, with some of the greatest historical figures
involved in some of the most hospitable and inhospitable landscapes on earth and some of the
bloodiest battles in history.

With acknowledgements and grateful thanks to Warhammer Historical and Rob Broom,
to Jeremy Jenkins and especially to the late Heine Baekkelund with whom I was lucky
enough to be involved with for Beyond the Golden Gate.

Lucky dice to all Chris Stone

INDEX
Page
1
2-4
5-15
16-20
21-27
28-34
35-41
42-46
47-50
51-55
56-57

Introduction and Index


Special Rules and Abilities
Crusaders
Byzantines
Fatimid Egyptians
Mamluks
Ayyubid
Seljuks of Rum
Syrian
Mongols
Chronology

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THE CRUSADES MINI SUPPLEMENT


WEAPONS & EQUIPMENT
LIGHT LANCE
In rule terms, the Light lance is treated as kontos: cavalrymen wielding them receive a +1
Strength bonus when they charge or counter-charge. Furthermore, they always strike first
(unless, of course, they are engaged in an a-historical combat against pikemen!). When Light
lance or armed cavalry dismount, their Light lances are treated as thrusting spears for rule
purposes.

HEAVY MACES
In rule terms Heavy Maces give a +1 Strength bonus to models wielding it. To reflect the
considerable weight of such a weapon, Heavy Maces always strike last, even when charging.
All types of lighter maces are treated as hand weapons.

LIGHT CROSSBOW
Representing the lighter type and the less powerful crossbows, or those troops less proficient in
the weapon. The lighter crossbow In rule terms, has a range of 24, a Strength of 3 and a -1
Save modifier. Note that the Light Crossbows can only be used while stationary, and only by
troops in skirmish formation.

HALF-BARDING
Half-barding is a lighter or lesser type of full barding and as such confers only +1 armour save
to wounds inflicted in attacks to the front facing of the cavalry unit. Flank and rear attacks are
not protected. Horses still lose -1 movement point for Half-barding.

MIXED WEAPONS
Counts as a hand weapon and javelins (no re rolls)

WARHORSES
M
Warhorse
8

WS
3

BS
-

S
3

T
3

W
1

I
3

A
1

Ld
3

Pts

TROOP TYPES & ABILITIES


SUPERIOR CAVALRY ABILITIES

These rules cover all cavalry described as Superior Cavalry, and portrays the improvements in
Late Ancient and Early Medieval Cavalry;
Rule 1: All types of Superior Cavalry may count their rank bonus up to +1. To reflect their
experience and the precision and coordination of their charge, Superior Cavalry may re-roll any

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THE CRUSADES MINI SUPPLEMENT


to hit dice that miss in the first round of hand- to-hand combat when they charge or countercharge.
Cavalry manoeuvrability are portrayed by making two deviations from the main rules: formed
cavalry units are allowed to march even if they have enemy infantry within 8 inches, and
formed cavalry units armed with bows may use Massed Archery (as described in the rulebook,
p. 23), even if they move at up to normal Move rate. The -1 modifier for shooting while
moving still applies.
The close combat capabilities of medium and heavy cavalry in this supplement is reflected by
the Superior Cavalry special rule, with individual variants for the heavy cavalry of each army.
The ability to re-roll failed hits and the +1 rank bonus goes to show the experience of the heavy
cavalrymen and the impetus of an precise and orderly cavalry charge. The variants of the
Superior Cavalry special rule are meant to portray the individual abilities.

Rule 2 Superior Cavalry were trained at charging and withdrawing repeatedly. To show this,
Cavalry may choose to retire if they win a round of hand-to-hand combat, but fail to force their
opponents to either flee or fall back. The retiring move is made as a normal Fall Back in Good
Order move with the single exception that the retiring unit may only be pursued by opponents
that have a Movement value greater than or equal to their own. This ability requires a fairly
high degree of mobility - therefore, it can never be used by cavalrymen riding barded or
half-barded horses.

Rule 3 Superior Cavalry were renowned for the ferocity of their initial charge. Therefore, the
first formed enemy unit that is successfully charged or counter-charged by Superior Cavalry
will automatically break if it loses the combat, but only if the enemy is outnumbered by the
Superior Cavalry unit.

Rule 4 Superior Cavalry relied mainly on their bows to weaken and disrupt enemy
formations. As they advanced they would shower the enemy with arrows, only increasing their
speed right before impact. As a consequence, Superior Cavalry may shoot when they charge or
counter-charge. This shooting attack is made after any enemy charge reactions, and counts as
having taken place at short range. The -1 modifier for shooting while moving still applies.
Enemy units that take 25% casualties or more must pass a Panic test or flee.

Rule 5 Superior Cavalry were renowned for their mobility. During their move, Superior
Cavalry are allowed to turn any number of times without incurring any penalties on their move
distance. They are permitted to change formation once during their movement by any number
of ranks with no penalty to their move. They can even take advantage of these abilities while
marching (not triple marching). Furthermore, Superior Cavalry may also perform Parthian Shot
(see below).

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DIFFERENT EQUIPMENT
The armies of the period covered in this book often fought in a mixed formation with a
plethora of different weapons and armour. Units with the Different Equipment option may
include models with many different weapons and armour. In close combat the attacker must
declare which of his models in base contact attack specific models (such as an axe bearer
model, a spearmen model etc). When removing casualties, the owner of the unit must either
remove the model targeted in close combat or a model with the same equipment.

RIDING CAMELS OR HORSES


Units that Ride Camels may move a further 6 onto the table after both sides have deployed
and before the start of the first turn. After making this move they dismount and will fight the
rest of the battle on foot. Troops that Ride Horses also employ the same tactics, except that
they may move a further 8 onto the table. This cannot be combined with the extra movement
allowed for skirmishers in some scenarios, such as in the Pitched Battle scenario.

MILITARY CUNNING
STRATAGEM
The tactical skill of some of the outstanding generals in the period covered in this book was, on
many occasions, a decisive factor in defeating enemy armies. Carefully choosing the proper
battleground and using deception tactics gave these renowned generals the slight, or sometimes
great, advantage in battle. In armies that may use Stratagems, the following rules apply when
fighting a scenario where a dice roll would normally determine who goes first and who goes
second:
The player may elect to either take the first or second turn, or to move up to two terrain
features up to 6 each. If he chooses to move terrain features this must be done before any units
are deployed, and he cannot use the Stratagem rule to move terrain features off the table. Note
that if both armies are capable of using Stratagems, the tactical skill of the generals cancel each
other out and the Stratagem rule does not apply.
In battles against Crusading Pilgrims, the Stratagem rule still applies, but may not be used to
move terrain features.

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THE CRUSADES MINI SUPPLEMENT


THE CRUSADERS
Choosing an army.
The Early Crusader list charts the early years and conquest by knights especially the Frankish
Knights largely ignorant of the enemy and the dangers ahead. They travelled with volunteer
soldiers and pilgrims. It covers up to the establishment of the military orders and the Kingdom
of Outremer.
The second, later list covers the introduction of heavier armour and barding, the times when
the Holy Orders were militarized and the widespread hiring of native, foreign and Muslim
forces.
The third list covers the mass exodus of pilgrims to the Holy land and the fanatical
behaviour of some of these followers

EARLY CRUSADERS
ARMY SELECTION
Characters: Up to 25% of the available points.
Infantry: Up to 50% of the available points.
Cavalry: At least 33%.
Allies & Mercenaries: Up to 25% of the available points may be spent on either Allied &
Mercenary troops, and on Ayyubid Regular and Volunteer Cavalry and City Militia Infantry
only may be chosen
Early Crusades Special Rules
One unit of Frankish infantry may be upgraded to Elite (+1 pt) and may use Shieldwall may
also have light armour (+2pts) no longer count as Levies
One unit of Light Cavalry may be given Light Armour (+2 pts)

CHARACTERS
0-1 General
The general represents one of those characters who came to the Holy Land and carved out the
Kingdom of Jerusalem and Outremer against incredible odds. They held onto these possessions
for 200 years.

General

M
4

WS
6

BS
4

S
4

T
4

W
3

I
6

A
4

Ld
9

Pts
200

Equipment: Hand weapon. throwing spear, light armour, shield, upgrade to heavy armour (+1
pt), exchange throwing spear for thrusting spear free, javelins(+2 pts), lance (+6 pts),
warhorse(+4pts)
Special Rules: Army General.

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0-1 Army Standard Bearer
The general's personal banner bore his coat of arms and marked his position on the battlefield.
The progress marked the tide of battle as it ebbed and flowed. The army battle standard
provided a focal point and an inspiration.

ASB

M
4

WS
5

BS
4

S
4

T
4

W
2

I
6

A
3

Ld
8

Pts
115

Equipment: Hand weapon. throwing spear, light armour, upgrade to heavy armour (+1 pt),
exchange throwing spear for thrusting spear free, javelins(+2 pts), lance (+6pts),
warhorse(+4pts) (Note No shield)
Special Rules: Army Standard.

Commanders
The Crusades were full of Barons, princes, dispossessed nobles and counts and of course
religious personalities.

Count
Bishop

M
4
4

WS
5
5

BS
4
4

S
4
4

T
3
4

W
2
2

I
6
6

A
3
3

Ld
8
9

Pts
110
140

Equipment: Hand weapon, light armour, shield, upgrade to heavy armour (+1 pt),
warhorse(+4pts) Count is armed with throwing spear, may exchange throwing spear for
thrusting spear free, javelins(+2 pts), lance (+6 pts),
Special Rules: Bishop: Any unit Bishop is with may re roll any failed panic tests. If a General
has not been chosen you may upgrade one Count to Army General (+25 pts)

CAVALRY
Frankish Knights
Western knights were extremely well-armoured, but they could become very exposed to missile
fire, and the intense heat could take its toll as well.
M
Mounted Knights
8
Dismounted knights 4

WS
4
4

BS
3
3

S
3
3

T
3
3

W
1
1

I
4
4

A
1
1

Ld
8
8

Pts
30
14

Equipment: Hand weapon, light armour and shield. throwing spear or thrusting spear,
Mounted Knights have warhorses. May have heavy armour (+1 pt) and exchange thrusting
spear for lance (+4 pts).
Special Rule: Mounted Knights have Ferocious Charge, and may count their rank bonus up to
+1.

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Light cavalry
Useful in the role of scouting and harassing enemy troops were the knights could not go.

Light Cav

M
8

WS
3

BS
3

S
3

T
3

W
1

I
3

A
1

Ld
7

Pts
17

Equipment: Hand weapon javelins, shield may exchange javelins for throwing or thrusting
spear (+2 pts).
Special Rules: Light Cavalry.

INFANTRY
Frankish Infantry
Spear armed infantry were the backbone of the Crusader armies. Their numbers comprised a
mix of armed volunteers and grizzled veterans of the European wars.

Frankish infantry

M
4

WS
3

BS
3

S
3

T
3

W
1

I
3

A
1

Ld
6

Pts
5

Equipment: Hand weapon, thrusting spear and shield. May have javelins (+1 pt)
Special Rules: Levies; every other unit of Frankish infantry unit may exchange thrusting spear
and shield for bow (free). Any unit of Frankish infantry may be designated Light Infantry (free)

Skirmishers
These are Europeans who had some expertise in shooting, often huntsmen. They provided a
handy skirmishing element for rooting enemies out of difficult terrain. Although not as
powerful as the crossbow they could fire on the move and add the weight of fire to the
crossbows when enemy horsemen approached. Muslims archers usually outranged them

Volunteers

M
4

WS
2

BS
3

S
3

T
3

W
1

I
2

A
1

Ld
5

Pts
3

Equipment: Hand weapon, javelins & buckler. May exchange javelins for a sling (free) or
bow (+1 pt).
Special Rule: Levies; Skirmishers.

ALLIES & MERCENARIES


Mercenary Knights
Knights out to make their fortune or reputation often joined crusading armies.
M
Mercenary Knights 8
Dismounted Knights 4

WS
4
4

BS
3
3

S
3
3

T
3
3

W
1
1

I
4
4

A
1
1

Ld
8
8

Pts
27
13

Equipment: A hand weapon, light armour and shield. throwing spear or thrusting spear,
Mounted Knights have warhorses. May have heavy armour (+1 pt) javelins (+1 pt)
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Special Rule: Mounted Mercenary Knights may count their rank bonus up to +1. Mercenaries
Rule Any unit wishing to move charge or shoot for the first time must pass a roll of 2-6 on a
D6 a roll of one is a fail and another attempt can be made next turn. When a roll is passed
there is no need for further rolls with that unit. The unit may defend itself if attacked including
shooting against chargers.

Mercenary Infantry
Most Muslim cavalry and many infantry were bow armed allowing them to shoot down the
crusaders long before close combat occurred. European Crossbowmen went some way to
countering this. This powerful weapon was a hefty device and awkward to load on the move.
What it lacked in mobility it more than made up for in sheer penetrating power. The iron bolt
could punch through the heaviest Muslim armour with ease. Crossbowmen were much feared
and prized mercenaries.

Mercenary Infantry

M
4

WS
3

BS
3

S
3

T
3

W
1

I
3

A
1

Ld
6

Pts
5

Equipment: Hand weapon, shield(+1 pt) light armour (+2 pts) javelins (+1 pt) throwing or
thrusting spear (+1 pt) or double handed weapon (swords/axes) (+2 pt) or bow (+2 pts) or
crossbow (+5 pt).
Special Rules: Any unit of mercenary infantry may be designated Light Infantry (free)
Mercenaries Rule Any unit wishing to move charge or shoot for the first time must pass a roll
of 2-6 on a D6 a roll of one is a fail and another attempt can be made next turn. When a roll is
passed there is no need for further rolls with that unit. The unit may defend itself if attacked
including shooting against chargers.

LATER CRUSADERS
ARMY SELECTION
Characters: Up to 25% of the available points.
Infantry: Up to 50% of the available points.
Cavalry: Up to 75% of the available points. For every unit of Knights, a unit of Mounted
Sergeants or Retainer Cavalry must be taken as well.
Special Units: Up to 33% of the available points.
Allies & Mercenaries: Up to 33% of the available points may be spent on either Allied &
Mercenary troops,
Later Crusader Special Rules
In Later Crusader armies, Knights and the Mounted Palace Guards may exchange light lance
for lance (+2 pts). Such units cannot combine with archers, and no longer count as Superior
Cavalry Rule 1 & 2.
Instead of taking Light Crossbow, one unit of Skirmisher Veterans may exchange javelins or
sling for a crossbow (+4 pts).

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THE CRUSADES MINI SUPPLEMENT


CHARACTERS
0-1 General
The general represents one of those larger than life warrior kings who typified European the
leadership of the Crusades or one of the Grand masters of the Military Orders that the
Crusades were famous for. Many were European kings such as Richard 1of England, Louis
VII of France or the kings of Jerusalem. They re-conquered the Holy Land and carved out the
Kingdom of Jerusalem and Outremer against incredible odds. They held onto these possessions
for 200 years.
M
WS BS
S
T
W
I
A
Ld
Pts
General
8
5
5
4
3
3
6
2
9
150
Equipment: Hand weapon. warhorse. May have light armour (+3 pts), heavy armour (+4 pts),
bow (+3 pts), throwing or thrusting spear (+2 pts), light lance (+3 pts), lance (+6 pts), shield
(+2 pts) half-barding (+2 pts) or barding (+4 pts).
King (Grand Master of the Order) as Army General: The General may be upgraded to
King (Grand Master of the Order) (+10 pts, add +1 to Toughness).
Special Rules: Army General.

0-1 Army Standard Bearer


The general's personal banner bore his coat of arms and marked his position on the battlefield.
The progress marked the tide of battle as it ebbed and flowed. The army battle standard
provided a focal point and an inspiration.

ASB

M
4

WS
4

BS
4

S
4

T
3

W
2

I
5

A
2

Ld
8

Pts
75

Equipment: Hand weapon. warhorse. May have light armour (+3 pts), heavy armour (+4 pts)
and shield (+2 pts). The warhorse may have half-barding (+2 pts) or barding (+4 pts).
Special Rules: Army Standard.

Commanders
The Crusades were full of Barons, Princes and dispossessed nobles.

Baron
Noble
Grand Preceptor

M
8
8
8

WS
5
4
5

BS
5
4
4

S
4
4
4

T
3
3
3

W
2
2
2

I
5
5
5

A
2
2
2

Ld
8
8
8

Pts
85
60
70

Equipment: Hand weapon. warhorse. May have light armour (+3 pts), heavy armour (+4 pts),
throwing or thrusting spear (+2 pts), light lance (+3 pts), lance (+6 pts), shield (+2 pts) and
half-barding (+2 pts) or barding (+4 pts).
Baron as Army General: If no general has been chosen, a Baron may be upgraded to Army
General (+25 pts).
Special Rule: Grand Preceptor must lead Military Order Knights (may fight on foot Move 4).

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CAVALRY
Heavy Cavalry
Many Europeans of differing nationalities joined to make their fortunes or for religious
reasons. This covers the secular knights and their followers. In later crusades the availability
of good quality warhorses and horses and the hot climate meant knights often went to battle
without barding or on inferior horses

0-2 Knights
Sergeants
Retainer

M
8
8
8

WS
4
3
3

BS
3
3
3

S
3
3
3

T
3
3
3

W
1
1
1

I
3
3
3

A
1
1
1

Ld
7
7
6

Pts
21
20
17

Equipment: Hand weapon, light lance, light armour and shield. Knights may have heavy
armour (+1 pt).
Light Cavalry Option: Every other unit of Sergeants or Retainers Cavalry may be designated
as Light Cavalry (free). They may take no further equipment.
Special Rules: Combined Formation: Up to half the models may exchange light lance for bow
(free), but may take no further equipment if they do so - archers are placed in the rear ranks.
Knights and Sergeants are Superior Cavalry Rule 1 & 2.

Turkopoloi
Turkopoloi were sons of Turks - that is, Christianized Turks.

Turkopoloi

M
8

WS
3

BS
4

S
3

T
3

W
1

I
4

A
1

Ld
7

Pts
25

Equipment: Hand weapon and bow. May have throwing spear (+1 pt), javelins (+1 pt), and
either buckler (+1 pt) or shield (+2 pts).
Special Rules: Light Cavalry. Nomad Cavalry.

INFANTRY
Secular Infantry
Spear armed infantry were the backbone of the Crusader armies. Their numbers comprised a
mix of armed volunteers and grizzled veterans of the European wars. In battle their role was to
support the knights, ensuring they did not become isolated and cut off as they were prone to do
after an initial charge. Large numbers of Armenian infantry were also employed in this
infantry role

Veteran
Volunteers

M
4
4

WS
3
2

BS
3
2

S
3
3

T
3
3

W
1
1

I
3
2

A
1
1

Ld
6
6

Pts
6
4

Equipment: Hand weapon, throwing or thrusting spear and shield. May have javelins (+1 pt)
and light armour (+2 pts).

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THE CRUSADES MINI SUPPLEMENT


Special Rules: Shieldwall. Combined Formation: Up to half of any Secular infantry unit may
exchange spear for bow (free) - archers are placed in the rear ranks and may take no further
equipment. Volunteers count as Levies.

Light Infantry
Light infantrymen had a much better chance than spearmen against heavily armoured cavalry,
especially if they had the opportunity to fight in broken ground and wooded areas.

0-2 Veteran
Volunteers

M
4
4

WS
3
3

BS
3
3

S
3
3

T
3
3

W
1
1

I
3
3

A
1
1

Ld
7
6

Pts
7
5

Equipment: Hand weapon and shield. May have either throwing spear (+1 pt), javelins (+1 pt)
or sling (+1 pt). Veterans may also have light armour (+2 pts).
Special Rule: Light Infantry.

Skirmishers
Veteran
Volunteers

M
4
4

WS
3
2

BS
3
2

S
3
3

T
3
3

W
1
1

I
3
2

A
1
1

Ld
5
5

Pts
5
3

Equipment: A hand weapon, javelins or sling & buckler. May exchange sling or javelins for
bow (+1 pt).
Light Crossbow Option: Two units of skirmisher veteran may exchange javelins or sling for
Light crossbow (+3 pts).
Special Rule: Skirmishers. Volunteers count as Levies.

SPECIAL UNITS
Military Order Knights
They are usually knights and nobles who have given up all worldly ties and allegiances to
serve the Order. They undertake charitable works and protection of pilgrims, healing the sick
and wounded and 'policing' duties on the order's lands. They are warriors and garrison the
order's castles.

Mounted
Dismounted

M
8
4

WS
4
4

BS
3
3

S
3
3

T
3
3

W
1
1

I
4
4

A
1
1

Ld
8
8

Pts
34
14

Equipment: Hand weapon, light armour and shield. Thrusting spear if on foot, lance and
warhorse if mounted. May have heavy armour (+1 pt). May ride barded warhorses (+4 pts).
Special Rule: Mounted Military Order Knights have Ferocious Charge, and may count their
rank bonus up to +1.

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THE CRUSADES MINI SUPPLEMENT


0-2 Dismounted Military Order Sergeants
Western infantry fought in support of their knightly masters. Their extensive use of the
crossbow made them every bit as deadly as Turkish horse archers. (the term Sargeant is also
used historically)

Sergeants

M
4

WS
3

BS
3

S
3

T
3

W
1

I
3

A
1

Ld
7

Pts
7

Equipment: A hand weapon, shield and thrusting spear. May have light armour (+2 pts). Two
units may exchange shield and spear for either bow (free) or crossbow (+4 pts).
Special Rules: Combined Formation: Sergeants with spears may combine with up to 50%
archers or crossbowmen. Unless they are combined with spearmen, Sergeant archers and
crossbowmen are Light Infantry. Sergeants may only be taken if at least one unit of Military
Order Knights have been chosen as well.

Palace Guards
Numbers of Knights and promoted Sargeants were given the duties of guarding their king these
men were often fiercely loyal though mostly performing a ceremonial role were more than
capable fighters .
M
Palace Guard 4

WS
4

BS
3

S
3

T
3

W
1

I
4

A
1

Ld
9

Pts
15

Equipment: A hand weapon, thrusting spear and light armour. May have javelins (+1 pt),
shield (+1 pt) and heavy armour instead of light armour (+1 pt). May exchange thrusting spear
for double-handed axe (+2 pts), halberd (+1 pt). May be Riding Horses (+1 pt).
Special Rules: Stubborn. Shieldwall. May only be used in armies led by an Army General.

0-1 Mounted Palace Guard


As with foot palace Guard these troops would form the bodyguard of the King or the knights
that accompanied the Grand Masters of the Military Orders.

Mtd Guards

M
8

WS
4

BS
4

S
3

T
3

W
1

I
4

A
1

Ld
8

Pts
25

Equipment: A hand weapon, shield, light armour and either light lance or Heavy Mace. May
ride warhorses (+3 pts), have heavy armour (+1 pt) and half-barding (+2 pts).
Special Rules: Superior Cavalry Rule 1 & 2. Combined Formation: Every other model may
exchange light lance or Heavy Mace for bow, but may take no further equipment if they do so archers are placed in the rear ranks. The Mounted Palace Guards must be the smallest cavalry
unit in the army, and must be led the King (Grand Master of the Order) at all times.

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THE CRUSADES MINI SUPPLEMENT


ALLIES & MERCENARIES
Turcoman Cavalry
Turcopoles were light horsemen fielded to scout, guide, forage, harass, pursue and fight the
Muslim light cavalry on their own terms, something the knights simply couldnt do. Notably the
Military Orders retained many.

Turcoman

M
8

WS
3

BS
4

S
3

T
3

W
1

I
3

A
1

Ld
6

Pts
22

Equipment: A hand weapon and a bow. May have throwing spear (+1 pt) or javelins (+1 pt),
and a shield (+2 pts).
Special Rules: Skirmishers. Nomad Cavalry.

Armenian and Syrian Cavalry


The Armenians were Christian and therefore a natural ally to the Crusaders. They eventually
backed the Mongols as the best hope of establishing a permanent Christian kingdom in the
region. Syrians. Although not well thought of, and certainly not to be relied upon, many a
king, prince or baron was forced to hire local Syrians.
M
8
8

Armenian Cav
Syrian Cav

WS
4
3

BS
3
3

S
3
3

T
3
3

W
1
1

I
3
3

A
1
1

Ld
7
6

Pts
23
16

Equipment: Hand weapon, a shield and bow. Armenian Cavalry also have light armour,
throwing or thrusting spear, and may have heavy armour (+1 pt). Syrian Cavalry may have
either thrusting or throwing spear (+1 pt) or javelins (+1 pt).
Syrian Scout Cavalry Option: Syrian Cavalry may be upgraded to Scouts (+1 pt).
Special Rules: Armenian Cavalry may count their rank bonus up to +1. Syrian Cavalry and
Syrian Scout Cavalry are Light Cavalry. Syrian Scout Cavalry have Feigned Flight.
0-2 Native Tribesmen
Some native tribesmen of the invaded regions threw in there lot with the Christians. Syrians
also provided an abundance of light armoured and armed troops for the European armies to
choose from.

Tribesman

M
5

WS
3

BS
3

S
3

T
3

W
1

I
3

A
1

Ld
5

Pts
5

Equipment: Mixed weapons (count as hand weapon and javelins) and shield. May have
throwing spear (+1 pt).
Special Rules: Warband, rule 1 and 2. Light Infantry.

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13

THE CRUSADES MINI SUPPLEMENT


CRUSADES PILGRIM ARMY
Attracting Nobles, Knights and Peasants alike the pilgrim crusade provided an odd
assortment of travellers to the Holy land.
This mob would usually run at the first sign of trouble often only to be rallied by the religious
fever of one of the leaders.
PILGRIM ARMY
Characters: Up to 33% of the available points may be spent on Leaders and Religious
Leader.
Infantry: At least 33% of the available points must be spent on infantry.
Cavalry: Up to 33% of the available points may be spent on Cavalry. One unit of Knights may
be chosen.
Crusading Pilgims Special Rule
One Leader, Religious Leader, must be chosen from the character entries, and he must be
upgraded to Pilgrimage Leader (+25 pts) who counts as the Army General.

SPECIAL RULES
Pilgrim Camp
Pilgrims moved as a mob and would often decimate food and supplies at any places visited on
their travels. They formed huge camps effectively small towns wherever they stopped. To
reflect this, the following rule applies to pilgrim armies:
1. Pilgrim armies may always place D3 patches of difficult terrain in their deployment zone.
Each patch measures about 6 by 6, and must be placed before deployment begins.

CHARACTERS
Leaders and Religious Personalities
Knights making their own crusade with bands of followers or religious personalities with a
following of those seeking a better life or their own god they all came to the holy land.

Leader
Religious Leader

M
5
5

WS
4
4

BS
4
4

S
4
4

T
3
3

W
2
1

I
5
4

A
2
2

Ld
8
7

Pts
60
40

Equipment: A hand weapon and light armour. May have buckler (+1 pt), shield (+2 pts),
either javelins (+2 pts) or bow (+3 pts), and either thrusting or throwing spear (+2 pts). May
ride a horse (+8 pts).
Army Standard Bearer Option: One Leader may be upgraded to Army Standard Bearer (+15
pts).
Special Rule: Mounted Characters have Feigned Flight.

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14

THE CRUSADES MINI SUPPLEMENT


INFANTRY
Pilgrim Infantry and Followers
From all over Europe east and west they came to find a better place. Some skilled in arms
others came with a fanatical frenzy of their God.

Pilgrim Infantry
Followers

M
5
5

WS
3
2

BS
3
2

S
3
3

T
3
3

W
1
1

I
3
2

A
1
1

Ld
4
4

Pts
4
3

Equipment: Mixed weapons (count as a hand weapon and javelins) and shield. Every other
unit of Pilgrim Infantry may have throwing spear (+1 pt) or bow (+2 pts) instead of javelins.
Two units of Pilgrim Infantry may have either halberds (+2 pts), or double-handed weapons
(+3 pts) - this goes to reflect the Pilgrim Infantrys use of any weapon to hand and differing
backgrounds of the troops.
Skirmisher Option: Any Pilgrim Infantry unit may be designated as Skirmishers (+1 pt).
Pilgrim Infantry Skirmishers have Feigned Flight.
Special Rules: Light Infantry. Warband. Pilgrim Infantry and Followers have Stealth.

CAVALRY
Cavalry
Mounted knights and few followers who owned horses who for their own reasons joined the
Pilgrimage were often poorer equipped than there military counterparts. While there were
some extraordinary well equipped and experienced knights and Men at arms these were often
hindered and slowed by the rest of the Cavalry

0-1 Knights
Cavalry

M
8
8

WS
3
3

BS
3
3

S
3
3

T
3
3

W
1
1

I
3
3

A
1
1

Ld
7
6

Pts
17
15

Equipment: A hand weapon, javelins and buckler. May have shield instead of buckler (+1 pt),
and throwing spear (+1 pt). Knights may have light armour (+2 pts).
Special Rules: Skirmishers. Feigned Flight. If Knights are chosen, at least one unit of Cavalry
must be taken as well.

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15

THE CRUSADES MINI SUPPLEMENT


BYZANTINES (867-1042 AD)
ARMY SELECTION
Characters: Up to 25% of the available points.
Infantry: Up to 50% of the available points.
Cavalry: At least 25% of the available points.
Special Units: Up to 25% of the available points.
Allies & Mercenaries: Up to 25% of the available points may be spent on troops from the
Early Seljuks army, and on Mongols lists
Byzantine Special Rules
Byzantine armies must be led by an Army General, and may use the Strategem special rule.
One unit of Light Kavallarioi may be upgraded to Prokousatores (+1 pt). In the
Prokousatores unit, no more than 25% of the models may take bows instead of spears.
Prokousatores have the Feigned Flight ability.
For each Kontaratoi unit in the army, one unit of Psiloi of up to ten models may be upgraded
to Menaulatoi (+2 pts, increase Leadership by +1), who count as Light Infantry. Menaulatoi
have a hand weapon, light armour, a menaulion spear and a shield - they may take no further
equipment. The menaulion spears count as thrusting spears. However, to simulate their
effectiveness against cavalry, the menaulion spears count as heavy throwing spears in a turn
where an unegaged Menaulatoi unit is charged by enemy cavalry.

CHARACTERS
Generals
As in the early Byzantine period, the quality of the army depended highly on the quality of its
commander. A good general was well-versed in the military treatises, knew his adversaries,
and how to meet him on grounds that favoured the Byzantines.

0-1 Domestikos

M
8

WS
6

BS
6

S
4

T
4

W
3

I
6

A
3

Ld
9

Pts
185

Equipment: A hand weapon. Rides a horse. May have light armour (+3 pts), heavy armour
(+4 pts), bow (+3 pts), shield (+2 pts), and Kontarion (+3 pts). May ride a warhorse (+8 pts).
The horse or warhorse may have Half-barding (+2 pts) or barding (+4 pts).
Emperor as Army General: Should the total army value exceed 2,000 pts, the Domestikos
may be upgraded to Basileus (Emperor, Leadership 10, +25 pts).
Special Rules: The Domestikos and the Emperor characters are Army Generals.

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16

THE CRUSADES MINI SUPPLEMENT


Commanders
Only the best junior and senior commanders were employed in the Imperial Tagmata.
Especially in the late Thematic period, the overall quality Tagmata commanders was high.
Tagmata
Topoteretes
Drungarios

M
8
8

WS
5
4

BS
5
4

S
4
4

T
3
3

W
2
2

I
5
5

A
3
2

Ld
9
9

Pts
95
75

Equipment: A hand weapon. Rides a horse. May have light armour (+3 pts), heavy armour
(+4 pts), bow (+3 pts), shield (+2 pts), and Kontarion (+3 pts). May ride a warhorse (+8 pts).
The horse or warhorse may have half-barding (+2 pts) or barding (+4 pts).

0-1 Themata Army Standard Bearer


Standards were used both for signalling and as a crucial rallying point. As in old Roman times,
standard bearers was picked among the bravest soldiers.

ASB

M
8

WS
4

BS
4

S
4

T
3

W
2

I
5

A
2

Ld
9

Pts
85

Equipment: A hand weapon. Rides a horse. May have light armour (+3 pts), heavy armour
(+2 pts), and shield (+2 pts). May ride a warhorse (+8 pts). The horse or warhorse may have
Half-barding (+2 pts) or barding (+4 pts).
Special Rules: Army Standard.

CAVALRY
Heavy Kavallarioi
The Kavallarioi were the most common type of cavalry in thematic Byzantine armies, ranging
from the elite heavy cavalry of the Tagmata to the lowliest provincial cavalrymen. As described
in the Taktika by Emperor Leo VI, Byzantine cavalry still fought as Cursores (attackers, in
open order formation), and Defensores (defenders, in close order formation).

Tagmata
Elite Themata
Themata

M
8
8
8

WS
4
4
3

BS
4
4
3

S
3
3
3

T
3
3
3

W
1
1
1

I
4
3
3

A
1
1
1

Ld
8
7
7

Pts
24
22
20

Equipment: A hand weapon, light armour, shield and Kontarion. May have heavy armour (+1
pt).
Defensores & Cursores: For every two units of the same type and with the same equipment,
the smallest unit may be designated as Cursores (free), who count as Light Cavalry.
Special Rules: Superior Cavalry Rule 1 & 2. Combined Formation: Up to half of any unit of
Kavallarioi may be Hippo-toxotai, who are placed in the rear ranks. May be Drilled (+1 pt).

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17

THE CRUSADES MINI SUPPLEMENT


Hippo-Toxotai
Backing their comrades from the rear ranks, the mounted archers were equipped with lighter
gear. Avancing towards the enemy, the archers would shower the enemy with arrows before
the unit increased its speed and charged.

Tagmata
Elite Themata
Themata

M
8
8
8

WS
4
4
3

BS
4
4
3

S
3
3
3

T
3
3
3

W
1
1
1

I
4
3
3

A
1
1
1

Ld
8
7
7

Pts
21
19
17

Equipment: A hand weapon, bow and buckler. May have light armour (+3 pts). Tagmata and
Elite Themata Kavallarioi Toxotai may have heavy armour (+4 pts).
Special Rules: Combined Formation: Hippo-toxotai must combine with Kavallarioi, they
cannot be taken on their own. May be Drilled (+1 pt).

Light Kavallarioi
Light Kavallarioi skirmished in front of the main battle line. In case of enemy incursions they
would shadow the advancing enemy, making hit-and-run attacks and setting ambuscades for
enemy forage parties. They also acted as scouts, providing crucial intelligence on enemy army
movements.
M
WS BS
S
T
W
I
A
Ld
Pts
Tagmata
8
4
4
3
3
1
4
1
8
21
Elite Themata
8
4
4
3
3
1
3
1
7
18
Themata
8
3
3
3
3
1
3
1
7
16
Equipment: A hand weapon, javelins and shield. May may exchange javelins for either
throwing spear (+1 pt), or Kontarion (+2 pts). May have light armour (+3 pts).
Special Rules: Light Cavalry. Elite Themata Kavallarioi may be Drilled (+1 pt). Combined
Formation: Any model may exchange javelins & shield for shortbow & buckler (free) - archers
are placed in the rear ranks when formed.

INFANTRY
Kontaratoi
The importance of fielding heavy themata infantry gradually increased during the thematic
period - though their main role was still to provide the cavalry with a safe rallying point. As in
the cavalry regiments, the kontaratoi were backed by ranks of light infantry archers, shooting
at advancing enemy units.

Elite Themata
Themata
Irregular

M
4
4
4

WS
4
3
2

BS
3
3
2

S
3
3
3

T
3
3
3

W
1
1
1

I
3
3
2

A
1
1
1

Ld
7
7
6

Pts
9
7
4

Equipment: A hand weapon, shield and thrusting spear. May have large shield instead of
shield (+1 pt), and javelins or darts (+1 pt). One unit of Elite Themata Kontaratoi may have
light armour (+3 pts).

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18

THE CRUSADES MINI SUPPLEMENT


Special Rules: Shield wall. Combined Formation: Up to half of any unit may be Toxotai, who
are placed in the rear ranks. Elite Themata Kontaratoi may be Drilled (+1 pt). Irregular troops
count as Levies.
Toxotai
As in the cavalry regiments, the kontaratoi were backed by ranks of light infantry archers,
shooting at advancing enemy units.
M
Elite Themata 4
Themata
Irregular

WS
3
4
4

BS
4
3
2

S
3
3
2

T
3
3
3

W
1
3
3

I
3
1
1

A
1
3
2

Ld
7
1
1

Pts
8
7
6

6
3

Equipment: A hand weapon, buckler & bow.


Special Rules: Combined Formation: Toxotai must combine with Kontaratoi, they cannot be
taken on their own. Elite Themata Toxotai may be Drilled (+1 pt). Irregular troops count as
Levies.
Psiloi
Each unit of kontaratoi had an attachment of psiloi that skirmished in front of the spearmen,
only withdrawing to behind the spearmen when the enemy reached charge distance.
M
WS BS
S
T
W
I
A
Ld
Pts
0-2 Elite Themata
4
3
4
3
3
1
3
1
7
9
Themata
4
3
3
3
3
1
3
1
6
7
Irregular
4
2
2
3
3
1
2
1
5
3
Equipment: A hand weapon, javelins or sling & buckler. Every other unit of Psiloi may
replace javelins or sling with bow (+1 pt). Psiloi armed with javelins may exchange their
buckler with a shield (free).
Solenarion Option: Elite Themata or Themata Psiloi with bows may have Solenarion (+1 pt)
counts as light crossbow.
Special Rule: Skirmishers. Irregular troops count as Levies

SPECIAL UNITS
Varangoi Guards
From the early 11th century and onwards, Norsemen from Scandinavia and Rus from around
the great Russian rivers all went to Miklagard (the Great City), to serve in the emperors
bodyguard as mounted guard infantry.

Varangian

M
4

WS
4

BS
3

S
3

T
3

W
1

I
4

A
1

Ld
9

Pts
17

Equipment: A hand weapon, thrusting spear and light armour. May have javelins (+1 pt),
shield (+1 pt) and heavy armour instead of light armour (+1 pt). May exchange thrusting spear
for double-handed axe (+2 pts), or a Dane Axe (+1 pt), that counts as a halberd. May be Riding
Horses (+1 pt).
Special Rules: Stubborn. Fearsome. May form Shieldwall.

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19

THE CRUSADES MINI SUPPLEMENT


0-1 Tagmata Kataphraktoi
The most prominent and by far the most expensive formation in the cavalry-based armies of the
10th century was the Kataphraktoi. Drawn up in a highly mobile and hard-hitting wedge
formation, these extra-heavily armoured cavalry struck fear in their Muslim opponents.
M
Kataphraktos 8
Archer
8

WS
4
4

BS
4
4

S
3
3

T
3
3

W
1
1

I
4
4

A
1
1

Ld
9
9

Pts
30
20

Kataphraktos Equipment: Heavy armour, shield and a Heavy Mace. Ride barded horses.
Archer Equipment: A hand weapon, shortbow and buckler. May have light armour (+3 pts),
or heavy armour (+4 pts). May take half-barding for their mounts (+2 pts).
Special Rules:. Superior Cavalry Rule 1 & 2. May be Drilled (+1 pt). If Kataphraktoi are
chosen, at least three units of Heavy Kavallarioi must be taken as well.

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20

THE CRUSADES MINI SUPPLEMENT


FATIMID EGYPTIANS
The Fatimid Caliphate was established in 969 AD after the capture of Cairo The Fatimids
were Shia Muslims and claimed descent from the Prophets daughter Fatima. This put them in
direct conflict with the Abbassid Caliph in Baghdad who were Sunnis. The rift this caused in
the Muslim world led to the break up of the Arab Empire. When the first Crusade dealt the
Seljuks a series of terrible defeats the Fatimid Vizier could hardly contain his joy! Saladin is
known to have considered the Egyptian Shias at least as important a threat as the Christian
Crusaders.
The Fatimid armies were considered inferior to both Seljuks and the Crusaders, although not
without some good regiments. The Egyptians of the time were not a race of willing fighters and
were barred from joining some regiments! Instead the Fatimids relied on their wealth to buy or
hire their armed forces. Many of these were Ghulams, literally slave troops of varying types
and from various races. Ghulams were bought and maintained at their owner's expense. Less
reliable but less costly were the mercenaries, these would be hired in for a campaign only and
then disbanded.
ARMY SELECTION
EARLY FATIMID EGYPTIANS
Characters: Up to 25% of the available points.
Early FatimidCavalry: Up to 50% of the available points. At least two units of bow-armed
cavalry must be chosen. Dismounted Cavalry still counts as Cavalry.
Infantry: Up to 50% of the available points. At least 25% of the available points if any
Dismounted Cavalry has been taken. Late Fatimid troops may not be chosen.
Allies: Up to 33% of the available points may be spent on Allied troops: Mongols lists.
Early Fatimid Egyptians Special Rules
Early Fatimid Egyptians armies led by a Vizier may use the Strategem special rule.
In Early Fatimid Egyptians armies, up to two Ghulam models may upgraded to Ghulam Unit
Leaders (+5 pts). The Ghulam Unit Leaders may lead other units - one Ghulam Unit Leaders
model may be assigned to lead each unit. Ghulam Unit Leaders must be paid for out of the
character allowance.
To represent the unruly and mercenary elements of Early Fatimid Egyptians, units of Abid
Irregular and Skirmishers may count as Rural troops (free). To test the fickle mood of the
Rural Troops each unit must take a Leadership test at the beginning of the battle. For this test
they must use their own Leadership value - they cannot draw on the Leadership of any
characters. If the test is failed the unit counts as Levies for the rest of the battle. If the test is
passed, the Rural Troops have become especially eager to get to grips with the enemy - they do
not count as Levies, but are subject to Warband Psychology, rule 2.

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21

THE CRUSADES MINI SUPPLEMENT


LATER FATIMID EGYPTIANS
Characters: Up to 25% of the available points.
Later Fatimid Egyptian Cavalry: Up to 75% of the available points. Dismounted cavalrymen
still counts as Cavalry.
Infantry: Up to 50% of the available points.
Allies: Up to 25% of the available points may be spent on Mongol list allies.
Later Fatimid Egyptian Special Rules
Later Fatimid Egyptian armies led by a Vizier or Grand Vizier (see below) may use the
Strategem special rule.
Later Fatimid Egyptian characters may exchange their light lance & buckler for light lance
& shield (+1 pt), and may have Half-barding for their mounts (+2 pts).
In Later Fatimid Egyptian armies exceeding 2,000 pts, one Vizier may be upgraded to
Grand Vizier (+25 pts. Leadership 10). When led by the Grand Vizier, the Palace Ghulams
may be upgraded to Royal Palace Guard (+4 pts), who wield Heavy Maces instead of Light
lance They also have heavy armour, a shield and ride barded horses.

CHARACTERS
Generals and Commanders
The Fatimids were generally clever rulers. They produced wily politicians, devious diplomats
and astute businessmen. Should the Vizier visit the battlefield he took the sensible precaution of
keeping the Royal Guard close to his person. The emirs were part of the ruling elite,
sometimes a relative of the Vizier.

0-1 Vizier
Royal Emir
Emir
Minor Emir

M
8
8
8
8

WS
6
5
4
4

BS
6
5
4
4

S
4
4
4
3

T
4
3
3
3

W
3
2
2
2

I
6
5
4
4

A
3
3
2
2

Ld
9
9
8
8

Pts
185
95
55
45

Equipment: A hand weapon. Rides a horse. May have light armour (+3 pts) or heavy armour
(+4 pts), bow (+3 pts), javelins (+2 pt), and either thrusting or throwing spear & shield (+4
pts), or light lance & buckler (+4 pts). May have barding (+4 pts). Vizier and Grand Vizier
may ride warhorses (+8 pts). Characters leading a unit of dismounted cavalry may dismount (-8
pts, reduce movement to 4).
Special Rules: The Vizier and Grand Vizier is the Army General.
Special Rule, Minor Emir: Bedouin Cavalry. The Minor Emir must lead and may not leave a
unit of Armenian Cavalry.

0-1 Army Standard Bearer


The armys standard bearer was chosen among the bravest soldiers in the army. Losing your
standard was a great disgrace, and inflicted severe punishment on the bearer (if he had
survived the battle!).
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22

THE CRUSADES MINI SUPPLEMENT


ASB

M
8

WS
5

BS
5

S
4

T
3

W
2

I
5

A
2

Ld
8

Pts
85

Equipment: A hand weapon. Rides a horse. May have light armour (+3 pts) or heavy armour
(+4 pts), buckler (+1 pt) or shield (+2 pts) and barding (+4 pts). Army Standard Bearers
leading a unit of dismounted cavalry may dismount (-8 pts, reduce movement to 4).
Special Rules: Army Standard Bearer.

EARLY FATIMID EGYPTIAN CAVALRY


Heavy Cavalry
Fatimid heavy cavalry fought in the traditional Arab style. They were mailed lancers used to
charge directly at the enemy and break them. They were not as heavily armored and their
lancers not as strong as those of the Franks. Ghulams (Plural Ghilman) were highly trained
and fought as a professional body.
M
0-1 Palace Ghulams 8
0-2 Ghulams
8
Arab Heavy Cav
8
ArabRegular Cav
8

WS
4
4
4
3

BS
4
4
4
3

S
4
3
3
3

T
3
3
3
3

W
1
1
1
1

I
4
4
3
3

A
1
1
1
1

Ld
8
8
7
7

Pts
26
24
21
19

Equipment: A hand weapon, light armour, and either bow & buckler or javelins & shield. May
exchange light armour for heavy armour (+1 pt). Palace Ghulams and Ghulams with bows may
have light lance (+2 pts), and the Palace Ghulams may have barding for their mounts (+4 pts).
Any Heavy Cavalry may either have throwing or thrusting spear (+1 pt), or exchange bow &
buckler/javelins & shield for light lance & buckler (free).
Dismounted Heavy Cavalry Option: May dismount (-9 pts, reduce Movement to 4).
Dismounted Heavy Cavalry with bucklers may exchange them for shields (+1 pt).
Special Rules: Mounted Heavy Cavalry is Superior Cavalry Rule 1 & 2. Dismounted Heavy
Cavalry with shields may form a Shieldwall. Units without light lance may be designated as
Light Cavalry (free). The Palace Ghulams have taken an Oath of Allegiance, and must be led
by the Army General at all times. The Palace Ghulams and Ghulams may be Drilled (+1 pt).

Light Cavalry
The light cavalry typically served as scouts and foragers while on campaign.

Arab Elite Cav


ArabLight Cav
Native Cav

M
8
8
8

WS
4
3
2

BS
4
3
3

S
3
3
3

T
3
3
3

W
1
1
1

I
3
3
2

A
1
1
1

Ld
7
6
5

Pts
19
16
12

Equipment: A hand weapon, javelins & shield. May have throwing or thrusting spear (+1 pt).
Special Rule: Light Cavalry.

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23

THE CRUSADES MINI SUPPLEMENT


LATER FATIMID EGYPTIAN CAVALRY
Heavy Cavalry
Fatimid heavy cavalry fought in the traditional Arab style. They were mailed lancers used to
charge directly at the enemy and break them. They were not as heavily armoured and their
lancers not as strong as those of the Franks but were still a formidable cavalry force.
Ghulams were highly trained and fought as a professional body.

0-1 Palace Ghulams


0-2 Ghulams
Arab Heavy Cav
ArabRegular Cav

M
8
8
8
8

WS
4
4
4
3

BS
4
4
3
3

S
4
3
3
3

T
3
3
3
3

W
1
1
1
1

I
4
4
3
3

A
1
1
1
1

Ld
8
8
7
7

Pts
26
24
22
20

Equipment: Hand weapon, light armour, light lance and shield. May have heavy armour (+1
pt). The Palace Ghulams may also take bows (+2 pts), and either half-barding (+2 pts) or
barding (+4 pts) for their mounts.
Dismounted Cavalry Option: May dismount (-10 pts, reduce Movement to 4).
Defensores & Cursores: For every two units of the same type and with the same equipment,
the smallest unit may be designated as Bedouin cavalry (free), who count as Light Cavalry.
Special Rules: Combined Formation: Up to a third of the models in any unit may exchange
light lance for either javelins (free) or bow (+1 pt) - archers are placed in the rear ranks.
Mounted cavalrymen are Superior Cavalry Rule 1 & 2. Dismounted cavalrymen may form a
Shield wall. The Palace Ghulams and Ghulams may be Drilled (+1 pt). The Palace Ghulams
must be the smallest cavalry unit in the army, they cannot be fielded as Bedouin cavalry, and
must be led by the Army General at all times.

INFANTRY
Abids Spearmen
Sudanese Ghulams were purchased and maintained in huge numbers by the Fatimid Caliphs.
The earlier Fatimids had employed Berber tribes in huge numbers but increasingly Sudanese
were used. The tactics often involved the archers shooting until the enemy became disordered,
only then could they advance. Often the archers were combined with spearmen who knelt with
shields. Whilst competent the Sudanese were poorly treated and never highly motivated by the
Fatimid cause.

Sudanese Regular
Berber Regular
Irregular

M
4
4
4

WS
3
3
2

BS
3
3
2

S
3
3
3

T
3
3
3

W
1
1
1

I
3
3
2

A
1
1
1

Ld
7
6
5

Pts
8
7
4

Equipment: A hand weapon, throwing or thrusting spear and large shield. May have javelins
(+1 pt). One unit of Regular may have light armour (+3 pts).
Special Rules: Shield wall. Combined Formation: Up to a third of the models in any Abid unit
may be Abid archers, who are placed in the rear ranks. Sudanese Regular may be Drilled (+1
pt). Irregular count as Levies.

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24

THE CRUSADES MINI SUPPLEMENT


Abids Archers

Sudanese Regular
Berber Regular
Irregular

M
4
4
4

WS
3
3
2

BS
3
3
2

S
3
3
3

T
3
3
3

W
1
1
1

I
3
3
2

A
1
1
1

Ld
7
6
5

Pts
6
5
3

Equipment: A hand weapon and javelins. May have exchange javelins for bow (+1 pt), and
have shield (+1 pt).
Special Rules: Combined Formation: Archers must combine with Abid Spearmen, they cannot
be taken on their own. Sudanese Regular may be Drilled (+1 pt). Irregular count as Levies.

Skirmishers
As more Armenian troops were brought into Fatimid service so the number of Sudanese
gradually fell, although they remained predominant. As well as heavy cavalry the Armenian
contingent was mostly made up of light infantry archers, reliable and competent The most
modest troops of the army was relegated to fire support, serving as archers, slingers and
javelinmen.

0-2 Armenian
Sudanese skirmishers
Berber skirmishers
Irregular

M
4
4
4
4

WS
3
3
2
2

BS
3
3
3
2

S
3
3
3
3

T
3
3
3
3

W
1
1
1
1

I
4
3
3
2

A
1
1
1
1

Ld
7
6
5
5

Pts
8
6
5
3

Equipment: A hand weapon, sling or javelins and buckler. May replace sling or javelins with
bow (+2 pts). Armenian with javelins may also have throwing spear (+1 pt), and replace
buckler with shield (+1 pt).
Light Crossbow Option: In Later Fatimid Egyptian armies, two units of Sudanese skirmishers
may replace sling with Light Crossbow (+3 pts).
Special Rules: Skirmishers. Armenian are Light Infantry. Irregular skirmishers count as
Levies.

01 Egyptian Levy
These are the less than enthusiastic mobs that were sometimes dragged along to dig
earthworks, carry quivers full of arrows, and fight if called upon.

Mob
0-1 Leader

M
4
4

WS
2
3

BS
2
3

S
3
3

T
2
3

W
1
1

I
2
3

A
1
1

Ld
3
4

Pts
3
5

Equipment: Armed with whatever they can lay their hands on (count as improvised weapons).
Special Rules: Mobs and their Leader are subject to Warband Psychology, rule 1. mobs cannot
Fall Back in Good Order, cannot benefit from the Leadership value of characters other than
their Leader, and cannot use the re-roll benefit of the Army Standard.
Mob Deployment: Mobs must be deployed last just before characters, and must be positioned
the furthest possible distance away from the enemy.
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25

THE CRUSADES MINI SUPPLEMENT


Rousing the Mob: As the mob is an untrained horde and is acting on their fleeting instincts
they are driven by the passion of the moment rather than sound military order. To get them
started they need something to fire them up and get them going, namely the impassioned
oratory of their Leader. At the start of the Fatimid Egyptian players first turn the mob takes a
Leadership test representing the mood of the mob. If this is passed the mob is roused! Then
subtract the dice roll from the Leadership value. The higher the result the more determined is
the mob!
0 - 3 In the first turn, the mob moves forward towards the nearest enemy unit, at least 4
inches. They are now subject to all Warband Psychology rules (not just rule 1).
4

Same result as when rolling 0-3, plus the mob Hates the enemy.

Same result as when rolling 0-4, plus the mob is Frenzied.

If the test is failed the mob count as Levies for the rest of the game - they fear all enemies
unless they either outnumber them by at least 2 to 1 or the enemy is Levies or Skirmishers.
For example: a mob unit of 29 followers is led by a Leader. As both the followers and The
Faction Leader are subject to Warband Psychology, rule 1, they have a Leadership value of 7
(Faction Leaders Leadership value 4, +1 for each rank, up to a maximum of 3=7). At the
beginning of the first turn, the Fatimid Egyptian player tries to Rouse the Mob. He rolls a 2
and a 1 - resulting in a total of 3. As the total is less than the mobs Leadership of 7, the test is
passed and the mob has been successfully roused - they are now subject to all Warband
Psychology rules. When subtracting the dice roll from the mobs Leadership value, the score is
a whopping 4 (7-3=4); The mob now Hates the enemy for the rest of the game

ALLIES
As more Armenian troops were brought into Fatimid service so the number of Sudanese
gradually fell, although they remained predominant. As well as heavy cavalry the Armenian
contingent was mostly made up of light infantry
0-2 Armenian Cavalry
M
Armenian Cav
8

WS
3

BS
3

S
3

T
3

W
1

I
3

A
1

Ld
6

Pts
17

Equipment: A hand weapon, javelins and shield. May have throwing or thrusting spear (+1
pt). Every other unit may have light armour (+2 pts).
Special Rules: Armenian cavalry with light armour are Bedouin Cavalry. All other Armenian
cavalry are Light Cavalry and with Feigned Flight.

0-1 Armenian Infantry


While some Armenians fought as cavalry, the poorer and less well equipped tribesmen fought
on foot.

Armenian

M
5

WS
2

BS
3

S
3

T
3

W
1

I
3

A
1

Ld
4

Pts
4

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26

THE CRUSADES MINI SUPPLEMENT


Equipment: Mixed weapons (counts as a hand weapon and javelins) and shield. May have
throwing spear (+1 pt) and large shield (+1 pt). One unit may exchange javelins for short bow
(+1 pt).
Special Rules: Warband Psychology, rule 1. Light Infantry. May only chosen if Armenian
Cavalry has been chosen as well.
0-2 Berber Cavalry

Berber Cav

M
8

WS
3

BS
3

S
3

T
3

W
1

I
3

A
1

Ld
7

Pts
18

Equipment: A hand weapon, javelins and shield.


Special Rules: Skirmishers. Feigned Flight.
Mutatawwia
Muslim armies attracted various bands of volunteers to their causes. The Fatimids were not
great exponents of Holy War but nonetheless volunteers came forward from the Egyptian and
Arab populous to fight for Islam. These fell into two distinct groups. The first were known as
Jawarjaraya amongst Fatimid armies; these were religious zealots, highly motivated and
highly aggressive. They sought to rid the Holy Lands of infidels or die trying, thereby earning
a place in Heaven.
The second variety, only marginally less fired -up were the Muttatawwi'a. They were the
impoverished or ambitious who fought for a share in the spoils of war, pillage and ransom.

0-2 Jawarjaraya
Mutatawwia

M
8
8

WS
4
4

BS
4
3

S
3
3

T
3
3

W
1
1

I
4
4

A
1
1

Ld
8
7

Pts
22
19

Equipment: A hand weapon, throwing or thrusting spear and shield. Jawarjaraya also have
javelins. Mutatawwia may have light armour (+2 pts) or heavy armour (+3 pts), and either
take javelins (+1 pt), or exchange spear & shield for kontos & bucker (+1 pt).
Dismounted Heavy Cavalry Option: May dismount (-8 pts, reduce Movement to 4).
Special Rules: Superior Cavalry Rule 1 & 3. Mounted Jawarjaraya are also Light Cavalry.

0-2 Mongols
M
0-1 Nobles
8
Horse Archer 8

WS
3
3

BS
4
3

S
3
3

T
3
3

W
1
1

I
4
3

A
1
1

Ld
7
7

Pts
24
21

Equipment: A hand weapon and bow. Nobles also have light armour and light lance. Horse
Archers have shield (+1 pt), light armour (+2 pts), and either javelins (+1 pt) or throwing spear
(+1 pt). Nobles may have buckler (+1 pt), and heavy armour instead of light armour (+1 pt).
Dismounted Hun Option: May dismount (-12 pts, reduce Movement to 4). Dismounted
Nobles may have shield (+2 pts).
Special Rules: Mounted Hun Horse Archers are Light Cavalry and Nomad Cavalry. Mounted
Nobles are treated as Superior Cavalry Rule 1 & 2. Dismounted Mongols without armour are
Light Infantry. For every Noble model, at least two Horse Archer models must be taken as
well.

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27

THE CRUSADES MINI SUPPLEMENT


MAMLUK
The Mamluk State would seem strange in any period of history. The Mamluks out lasted all of
their contempories in the Middle East only finally capitulating to the Ottoman Turks. Since
the effective end of the Crusades in 1295 the Mamluks continued ferocious wars with the
Mongols
The seeds of Mamluk success can really be found in the initial use of Ghulams by successive
Middle Eastern rulers including the Caliphs of Baghdad and virtually anyone else who relied
on the loyalty of professional slave troops to keep them in power.
ARMY SELECTION
EARLY MAMLUKS
Characters: Up to 25% of the available points.
Cavalry: At least 50% of the available points. Up to 50% of the available points may be spent
on light cavalry. Light Mamluk Cavalry may not be chosen.
Infantry: Up to 25% of the available points.
Special Units: Up to 25% of the available points.
Allies & Mercenaries: Up to 25% of the available points.
Early Mamluk Special Rules
Early Mamluk armies lead by the Emir may include one unit of Royal Mamluk Cavalry.
Early Mamluk armies led by the Sultan may include up to three Royal Mamluk Cavalry units.

LATER MAMLUKS
Characters: Up to 25% of the available points.
Cavalry: At least 50% of the available points. Up to 25% of the available points may be spent
on light cavalry. Al Halqa and Turcoman Cavalry may not be chosen.
Infantry: Up to 33% of the available points.
Special Units: Up to 25% of the available points.
Allies & Mercenaries: Up to 25% of the available points.
Later Mamluks Special Rules
Later Mamluk armies lead by the Emir may include up to three units of Royal Mamluk
Cavalry. Later Mamluk armies led by the Sultan may include any amount of Royal Mamluk
Cavalry units.
In Later Mamluk armies led by the Sultan, one unit of Royal Mamluk Cavalry may be
upgraded to Royal Guard Mamluk Cavalry (+2 pts per model) who have a Leadership value of
9.
Later Mamluk characters, Regular and Royal Mamluk Cavalry may have Half-barding for
their mounts (+2 pts).

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28

THE CRUSADES MINI SUPPLEMENT


To represent the less than enthusiastic Arab Tribesmen Cavalry in Later Mamluk armies,
Arab cavalry count as having a Leadership value of 6 (-2 pts) not Arab Camalry.
Later Mamluk used shorter spears than the light lance. To portray this, any unit of Later
Mamluk Cavalry may exchange buckler for thrusting spear and shield (+2 pts).Later Mamluk
Cavalry may dismount (-9 points reduce movement to 4 and fight on foot. Dismounted
Cavalry may not take Heavy Mace

SPECIAL RULES
Defences
Lowly Mamluk foot archers and spearmen would often fight from prepared positions and use
the protection of larger shields than that of normal infantry
Troops armed with Defences count as being armed with large shields.
Formed troops with Defences may form a shield wall instead of moving. As long as the unit is
in a shield wall then all enemy attacks from the front of the unit (shooting and hand-to-hand)
suffer a -1 modifier. The unit benefits from the shield wall as long as it doesnt move or lose a
round of close combat.
If a unit armed with Defences flee they abandon their cumbersome shields - the Defences are
lost for the rest of the battle (and yes, this effectively means that the unit no longer have
shields).
CHARACTERS
0-1 Army General
The Sultan was the head of the State and most often a Mamluk soldier through and through.
This corporate slave empire produced some of the most successful generals of the age. It is no
coincidence that Mamluk Sultans defeated both the Mongols and Crusaders. The Sultan is the
head of the State and the principal battlefield commander; failure in either field would show
weakness and possibly provoke rivals to depose him.

Sultan
Emir

M
8
8

WS
4
4

BS
6
6

S
3
3

T
4
4

W
3
3

I
5
5

A
2
2

Ld
10
9

Pts
165
125

Equipment: A hand weapon and light armour. Ride horses. May have heavy armour (+1 pt),
bow (+3 pts) and either light lance & buckler (+3 pts), or shield (+2 pts). The horse may be
barded (+4 pts).
Special Rules: Army General. The Sultan may only be chosen for armies exceeding 2000 pts.
Sultan and Emir may dismount (-3 pts, reduce Movement to 4), and/or be seated on a Throne
(+35 pts):
Throne
Throne
Throne Guards

M
4

WS
4

BS
4

S
3

T
7
3

W
3
1

I
4

A
1

Ld
9

Pts
10

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29

THE CRUSADES MINI SUPPLEMENT


Equipment: The Throne may be guarded by up to five Throne Guards armed with a hand
weapon, light armour and a shield at the cost of +10 pts per model.
Special Rules: The Throne is placed on a small mound and surrounded by the Throne Guards,
who must remain in base contact with the Throne. The Throne is immobile and does not count
as a large target. Missile fire hits must be allocated:
1-3 the Throne is hit,
4-6 the Guards or the Army General is hit.
The Army General is always the last to receive hits. If the Throne is destroyed the army general
and any remaining guards are also removed.
All fleeing Mamluk units that come within 6 of the Throne may immediately take an Rally
test, even if in the middle of a flight. If the test is passed the unit Rallies, and may reform.
Mamluk units that were pursued and caught but who managed to Rally do not count as
destroyed - the pursuing unit counts as charging in the next turn of close combat.

0-1 Army standard Bearer


The Army Standard of the Sultan or Amir should be entrusted to the hands of a particularly
tough warrior. It marks out the General's position during the battle and provides inspiration by
its progress across the battlefield. It is a rallying point when the army suffers a reverse. The
enemy will want it broken or captured as a trophy.

ASB

M
8

WS
4

BS
4

S
4

T
3

W
2

I
4

A
2

Ld
8

Pts
75

Equipment: Hand weapon and light armour. Rides a horse. May have heavy armour (+2 pts)
and either shield (+2 pts) or buckler (+1 pt). The horse may be barded (+4 pts).
Special Rules: Army Standard.

Leaders
The Amirs were the leading officers and administrators of the Mamluk State. All had risen
through the ranks themselves and earned large iqtas to provide income and status. They were
responsible for providing further Mamluks, bought and paid for at their expense.

Lesser Emir
Minor Emir
Principality Lord

M
8
8
4

WS
5
4
4

BS
6
5
4

S
4
3
3

T
3
3
3

W
2
2
2

I
6
5
4

A
2
2
2

Ld
8
8
8

Pts
85
55
40

Equipment: A hand weapon and light armour. The Minor Emir and Lesser Emir ride a horse.
Minor Emir and Lesser Emir may have heavy armour (+2 pts), bow (+3 pts) and either shield
(+2 pts) or light lance & buckler (+3 pts). May have barding (+4 pts). Principality Lord may
only have either shield (+2 pts), Defences (+3 pts), and a bow (+3 pts).
Lesser Emir as Army General: If no other Army General has been chosen, a Lesser Emir
may be upgraded to Army General (+25 pts).
Special Rules: Minor Emir must lead a Al Halqa or a Mamluk Cavalry unit. Principality Lord
must lead a City Militia or a Levy unit.
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30

THE CRUSADES MINI SUPPLEMENT


CAVALRY
Mamluk Cavalry
The Sultan maintained a body guard regiment of Royal Mamluks at his own great expense.
These were given the very best training and drilled constantly, they were the true elite.
Sultans raised many of the most famous regiments such as the Bahri regiment founded by the
Ayyubid Sultan al Salih. The reigning Sultan's regiment was known as the mushtarawat, those
of previous Sultans were the mustakhdamun and were of lesser status. On campaign and in
battle the Royal Mamluks formed the core of the army.
Each Amir was responsible for raising a regiment of Mamluks at his personal expense. Once
trained in the Mamluks were freed in to regimental life with full equipment. The regiment owed
utter loyalty to the Amir.

Royal Mamluk Cav


Reg. Mamluk Cav
Light Mamluk Cav

M
8
8
8

WS
4
3
3

BS
4
4
4

S
3
3
3

T
3
3
3

W
1
1
1

I
4
3
3

A
1
1
1

Ld
8
8
7

Pts
24
22
20

Equipment: A hand weapon, light armour, buckler & bow. Every other unit may have light
lance (+2 pts). Mamluk Cavalry without light lance may exchange buckler with shield (+1 pt).
Royal and Regular Mamluk Cavalry may have heavy armour (+1 pt), and barding for their
mounts (+4 pts). Light Mamluk Cavalry may exchange bow & buckler for either throwing
spear & shield (free), or javelins & shield (free). One unit of Royal Mamluk Cavalry may have
Heavy maces (+2 pts).
Special Rules: Royal and Regular Mamluk Cavalry are Superior Cavalry Rule 1 & 4. Royal
Mamluk Cavalry may be Drilled (+1 pt).

Light Cavalry
Light horse archers provided crucial fire support to the more heavily armoured cavalry.
M
8
8
8

Turcoman Cav
Tribal Cav
Militia Cav

WS
3
3
3

BS
4
3
3

S
3
3
3

T
3
3
3

W
1
1
1

I
4
3
3

A
1
1
1

Ld
7
7
6

Pts
25
21
16

Equipment: A hand weapon & bow. May have shield (+1 pt) and javelins (+1 pt). Militia may
exchange bow for javelins and shield (free).
Special Rules: Light Cavalry. Turcoman and Tribal are Nomad Cavalry. Militia have Parthian
Shot.

0-1 Al-Halqa
The Halqa were non Mamluk elite cavalry. They were often the sons of Mamluks ,others were
Arabs, some even native Egyptians. Sons of Sultans and Amirs also joined the Halqa if they
chose a military life.

Halqa

M
7

WS
4

BS
3

S
3

T
3

W
1

I
3

A
1

Ld
8

Pts
22

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31

THE CRUSADES MINI SUPPLEMENT


Equipment: A hand weapon, heavy armour and light lance. May have a buckler (+1 pt), and
barding for their mounts (+4 pts).
Special Rule: Cataphract: May count their rank bonus up to a maximum of +2. If they wheel
more than 1 during the movement phase, Cataphracts may only move at their normal
movement rate.

INFANTRY
Spearmen
Spearman regiments May have come from a number of sources including Syrian Ardath and
were often poorly trained.

City militia
Levy

M
4
4

WS
3
2

BS
3
2

S
3
3

T
3
3

W
1
1

I
3
2

A
1
1

Ld
6
5

Pts
6
4

Equipment: A hand weapon, thrusting spear and large shield.


Special Rules: Combined Formation: Spearmen may combine with up to 50% archers(from
the same type), who are placed in the rear ranks. Spearmen combined with archers may
upgrade to Defences (+1 pt) Levied spearmen count as Levies.

Archers
Despite the proliferation of mounted archers from all nationalities, the Mamluks recruited
infantry archers as well. The Nablus area of Palestine was notable for such troops. Bow armed
troops were ideal for taking and holding areas of rough ground from which they could harass
the enemy with a constant drain of casualties from their bowfire.

City militia
Levy

M
4
4

WS
3
2

BS
3
2

S
3
3

T
3
3

W
1
1

I
3
2

A
1
1

Ld
6
5

Pts
6
4

Equipment: A hand weapon, bow and shield. May exchange shield for Cane Shield (+1 pt).
Special Rules: Light Infantry. Combined Formation. Defences. Levied archers count as Levies.

Skirmishers
The Jabaliyya are hillmen from Aleppo and the Lebanon. The rough terrain of their native
homeland meant that they were used to light infantry and skirmish tactics. These were skills the
Mamluks did certainly not possess! The Jabaliyya came into their own when the Mamluks
fought in Syria rather than Egypt. Syria was the usual field of operations against both the
Mongols and Crusaders, such troops were ideal for raiding in terrain the cavalry found
difficult.

City militia
Levy

M
4
4

WS
2
2

BS
3
2

S
3
3

T
3
3

W
1
1

I
3
2

A
1
1

Ld
5
4

Pts
5
3

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32

THE CRUSADES MINI SUPPLEMENT


Equipment: A hand weapon, sling and buckler. May replace sling with javelins (free), or with
a bow (+2 pts). May replace buckler with shield (free).
Special Rule: Skirmishers. Levied skirmishers count as Levies.

SPECIAL UNITS
0-2 Royal Infantry
The Sultan had a small, elite infantry force that was both better equipped and trained than the
militia spearmen.
M
Royal Infantryman

WS
4

BS
4

S
4

T
3

W
3

I
1

A
3

Ld
1

Pts
8

11

Equipment: A hand weapon and bow. May have a shield (+1 pt) or a Defences (+1 pt).
Alternatively, Royal Infantrymen may take thrusting spear and large shield instead of bow
(free). May have light armour (+3 pts).
Special Rules: Combined Formation: Royal Infantry with spear and shield may combine with
up to 50% archers, who are placed in either the rear or the front ranks. Spearmen who combine
with archers may upgrade to Defences (+1 pt). Archers are Light Infantry when taken on their
own. Royal Infantry may only be fielded if the Sultan is Army General.
ALLIES & MERCENARIES
0-2 Mountainmen
The best light infantry was recruited among the mountain tribe, troops experienced at fighting
in rugged terrain.
M
Mountainmen 5

WS
3

BS
3

S
3

T
3

W
1

I
3

A
1

Ld
5

Pts
5

Equipment: A hand weapon, sling or javelins and a buckler. Any unit may exchange buckler
for shield (+1 pt), and sling or javelins for bow (+1 pt).
Special Rules: Light Infantry. Warband Psychology, rules 1 & 2. Stealth.

0-2 Daylami Light Infantry


The fierce but unruly Daylami infantry were legendary. Fighting with one or more heavy
javelins, they advanced behind a wall of shields.

Daylami

M
5

WS
3

BS
3

S
3

T
3

W
1

I
4

A
1

Ld
6

Pts
7

Equipment: Hand weapon, javelins and shield. May exchange javelins for throwing spear
(free). May have large shield/light armour (+2 pts), bow (+2 pts), and may be Riding Camels
(+1 pt). May be Stubborn (+3 pts).
Special Rules: Light Infantry. Warband. Shieldwall, Stealth.

Arab Cavalry
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33

THE CRUSADES MINI SUPPLEMENT


Arabian tribemen they fought as armoured horse archers, although the poorer tribesmen took
to the field with more modest equipment.

Arab Cav

M
8

WS
3

BS
3

S
3

T
3

W
1

I
3

A
1

Ld
7

Pts
18

Equipment: A hand weapon and bow. May have a shield (+1 pt), light armour (+2 pts), and
either javelins (+1 pt) or throwing spear (+1 pt).
Special Rules: Arab cavalry with light armour are Bedouin Cavalry. All other Arab cavalry are
Light Cavalry with Feigned Flight.

0-2 Arab Camel Riders


Camels were by far the most useful beast of burden, but ill suited for battles. Although enemy
cavalry shunned these smelly, drooling animals they were also hard to control, and had little
value as war mounts.
M
Camel Rider 6

WS
3

BS
3

S
3

T
3

W
1

I
3

A
1

Ld
6

Pts
16

Equipment: A hand weapon and javelins. May have throwing spear (+1 pt) and either shield
(+1 pt) or large shield (+2 pts). May exchange javelins for short bow (free) or bow (+1 pt).
Special Rule: Cause Fear in enemy cavalry.

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34

THE CRUSADES MINI SUPPLEMENT


AYYUBID
The army of the Ayyubids represents the forces commanded by Saladin from Egypt against the
last Syrian opposition to his rule and against the Crusaders. Saladins successors maintained
the state and army although gradually increasing the role of its Mamluks in both. On 2nd May
1250 the Dynastys Mamluks murdered the last Ayyub Sultan and seized power for themselves.
ARMY SELECTION
EARLY AYYUBID ARMIES
Characters: Up to 33% of the available points may be spent on Lesser Amirs, Shaikhs and an
Army Standard Bearer.
Mamluks/Daylami/Armenian and Syrian: None.
Cavalry: Up to 33% of the available points. Turcoman Light Cavalry may not be chosen.
Infantry: At least 50% of the available points. Guards and Levies may not be chosen. Four
Mutatawwia units may be chosen.
Special Units: None.
Early Ayyubid Army Special Rules
The only general available to an Early Ayyubid Army is a Lesser Amir upgraded to Army
General (+25 pts). Early Ayyubid Army characters may not ride warhorses, and may not take
half-barding or barding for their mounts.
Early Ayyubid Army Skirmishers may not take composite bows, but only short-bows.
In Early Ayyubid Armies, formed Mutatawwia and Volunteers are subject to all the
Warband Psychology rules (not just rules 1 & 2), and may be Stubborn (+2 pts). Volunteer
Skirmishers have a Leadership value of 7 (free), and may have throwing spear (+1 pt).

MID AYYUBID ARMIES


Characters: Up to 25% of the available points. No Companions may be chosen.
Mamluks/Daylami/Armenian and Syrian: Up to 40% of the available points.
Cavalry: Up to 50% of the available points.
Infantry: Up to 75% of the available points. One unit of Mutatawwia may be chosen. If
Mamluks have been chosen, no Guard units may be taken.
Special Units: Up to 33% of the available points.
Mid Ayyubid Army Special Rules
Abbasid armies led by an Army General may use the Stratagem special rule.
To represent Sword armed cavalry in Mid Ayyubid armies, Regular Cavalry may be upgraded
to Superior Cavalry Rule 1 & 5 (+2 pts). Such cavalry units may not take spears.

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35

THE CRUSADES MINI SUPPLEMENT


LATE AYYUBID ARMIES
Characters: Up to 25% of the available points. No Companions may be chosen.
Mamluks/Daylami/Armenian and Syrian: Up to 33% of the available points.
Infantry and Cavalry: Up to 66% of the available points. Two units of Guards may be
chosen.
Special Units: Only Naffatun may be chosen (see special rules).
Later Ayyubid Army Special Rules
As the best Abid infantry, two units of Guards may be chosen. All other Abid units should be
represented by using the City Militia profiles.
Abid (City Militia) skirmisher units may include up to two Naffatun (not just one).
Later Ayyubid Heavy and Light Cavalry may not take thrusting spears.

CHARACTERS
Generals and Commanders
The Sultan is the leader of the army and the state. He represents one of the new breed of
opposition to the Frankish invaders. The Sultan was accompanied into battle by his personal
bodyguard regiment of Mamluks who took up the title of Royal Mamluks upon their leaders
succession to power.

0-1 Sultan
0-2 Amir

M
4
4

WS
5
5

BS
5
5

S
4
4

T
3
3

W
3
3

I
6
5

A
2
2

Ld
10
9

Pts
165
110

Equipment: A hand weapon. May ride a horse (+8 pts), a warhorse (+16 pts), and have light
armour (+3 pts) or heavy armour (+4 pts), shield (+2 pts), short bow (+2 pts) or bow (+3 pts).
Amirs may have thrusting spear (+2 pts). Mounted characters may have half-barding (+2 pts)
or barding (+4 pts). for their mounts. Characters leading units of infantry or dismounted
cavalry may be Riding Horses or Riding Camels (+2 pts).
Amir as Army General: If no Sultan is chosen, one Amir may be upgraded to Army General
(+25 pts).
Special Rule: The Sultan is Army General, and may only be fielded in Mid and late Ayybid
armies exceeding a total value of 2,000 pts.

Sub-Commanders and Leaders


The Amirs are appointed local governors and generals. They take a subordinate role to the
Sultan on the battlefield. The position of Amir was a useful career step for the ambitious man
so a distinguished military record could only help. Most Amirs retained their own regiment of
Mamluks, bought and trained at their own expense. They were expected to bring these troops
on campaign when called upon.

0-3 Lesser Amir


Minor Amir

M
5
4

WS
4
4

BS
4
5

S
4
3

T
3
3

W
2
2

I
5
5

A
3
2

Ld
9
8

Pts
85
55

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36

THE CRUSADES MINI SUPPLEMENT


Shaikh

55

Equipment: A hand weapon. May ride a horse (+8 pts), a warhorse (+16 pts), and have shield
(+2 pts), light armour (+3 pts) or heavy armour (+4 pts), thrusting spear (+2pts), and either
short bow (+2 pts) or bow (+3 pts). May have a two-handed weapon, if on foot (+2 pts). Minor
Amir may have half-barding (+2 pts) for their mounts. Characters leading units of infantry or
dismounted cavalry may be Riding Horses or Riding Camels (+2 pts).
Special Rule, Companions: Units lead by a Lesser Amir may re-roll failed Panic tests. The
Lesser Amir is not subject to Warband Psychology.
Special Rule, Minor Amir: Must lead a Qaraghulam/Kurd Cavalry unit.

0-1 Army Standard Bearer


The army standard bearer carried the banner of the Sultan marking his position during the ebb
and flow of battle. Personal courage and martial stature were vital as the loss of the Sultans
standard was unpardonable; as such the honor often fell to a popular champion.

ASB

M
4

WS
4

BS
4

S
4

T
3

W
2

I
5

A
2

Ld
8

Pts
75

Equipment: Hand weapon. May ride a horse (+8 pts), a warhorse (+16 pts), and have light
armour (+3 pts), heavy armour (+4 pts) and shield (+2 pts). The Army Standard Bearer may
have half-barding (+2 pts) or barding (+4 pts). Standard Bearers leading units of dismounted
cavalry may be Riding Horses or Riding Camels (+2 pts).
Special Rule: Army Standard.

MAMLUKS
Heavy cavalry formed the core of the army with infantry relegated increasingly to a supporting
role and light cavalry deployed on the flanks or in front of the heavies. The Royal Mamluks are
the personal bodyguard regiment of the Sultan and therefore the senior regiment of the army.
Other Mamluks and Ghulams included Turkish slaves and increasingly Kipchaks purchased,
retained and trained at great expense. Qaraghulams were North African Berber or Negro
lancers; Halqa and Syrians were veteran heavy cavalry. Saladin sought to replace many of
these troops with his own Kurdish regiments, represent these with either Mamluks or other
heavy cavalry.
Mamluk Cavalry

0-1 Royal Mamluks


Mamluks

M
8
8

WS
4
3

BS
4
4

S
3
3

T
3
3

W
1
1

I
4
3

A
1
1

Ld
8
7

Pts
26
23

Equipment: A hand weapon, shield, light armour and bow. May have heavy armour (+1 pt),
and either thrusting spear (free) or light lance (+1 pt). Royal Mamluks may take amud Maces
(+1 pt, treat as Heavy Mace), and barding for their mounts (+4 pts).
Dismounted Mamluks Option: May dismount (-12 pts, Movement 4), and may be Riding
Horses (+1 pt). Dismounted Mamluks may not take maces

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THE CRUSADES MINI SUPPLEMENT


Special Rules: Mounted Mamluks are Superior Cavalry Rule 1 & 5. Royal Mamluks must be
led by the Army General at all times.
Armenian and Syrian Heavy Cavalry
Armenians were famous for their martial skills throughout Byzantium and the Middle East they served in the personal armies of the Muslim khalifas and amirs alike.

0-1 Armenian Cav


Syrian Cav

M
8
8

WS
4
3

BS
3
3

S
3
3

T
3
3

W
1
1

I
4
3

A
1
1

Ld
8
7

Pts
24
21

Equipment: A hand weapon, light armour, light lance and shield. Armenians may have heavy
armour (+1 pt).
Special Rules: Superior Cavalry Rule 1 & 2. Combined Formation: Up to half of any unit of
Syrian Heavy Cavalry may exchange light lance for bow (free) - archers are placed in the rear
ranks.

Daylami Infantry
Being some of the last to accept Islam, the Daylami people from northern Persia were famous
for their fighting prowess.

Daylami

M
5

WS
3

BS
3

S
3

T
3

W
1

I
4

A
1

Ld
6

Pts
8

Daylami Spearman Option: Daylami may be fielded as spearmen. Daylami spearmen have a
hand weapon, throwing or thrusting spear and shield. They may have light armour (+2 pts), and
may be Riding Camels (+1 pt). Daylami Spearmen without armour may be designated as Light
infantry (free) Daylami Archer Option: Daylami may be fielded as archers. Bow-armed
Daylami have a hand weapon, bow and shield, and may exchange bow for light crossbow (+2
pts) these must remain as skirmishers as per the light crossbow rule.
Special Rules: Warband. Stealth. Daylami Archers are Light infantry, Daylami spearmen may
use Shieldwall and may be Stubborn (+3 pts). Combined Formation: Up to half of any Daylami
spearman unit may exchange their spears with bow (free) (not light crossbow) - archers are
placed in the rear ranks.

CAVALRY
Regular Volunteer and Militia Cavalry
From the early years of the Muslim conquest, the pride of the Muslim army was its cavalry.
The swift, hot-blooded Arab horses made Muslim cavalry extremely manoeuvrable; Arab
cavalrymen were experts at outflanking their opponents, and drawing the enemy into
ambuscades.

Regular
Volunteer
City Militia

M
8
8
8

WS
3
3
2

BS
3
3
3

S
3
3
3

T
3
3
3

W
1
1
1

I
3
3
3

A
1
1
1

Ld
7
6
6

Pts
19
17
15

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THE CRUSADES MINI SUPPLEMENT


Heavy Cavalry Option: Regular Cavalry may be designated as Heavy Cavalry (+2 pts).
Heavy Cavalry have a hand weapon, light armour and shield, and may have thrusting or
throwing spear (+1 pt).
Light Cavalry Option: Any cavalry unit may be designated as Light Cavalry (free). They
have a hand weapon, javelins and shield, and may either exchange their javelins for either a
bow (+1 pt), or a thrusting or throwing spear (free).
Special Rules: Heavy Cavalry count as Superior Cavalry Rule 1 & 5. Light Cavalry are Light
Cavalry with the Feigned Flight ability.

0-2 Nomadic Light Cavalry


Nomadic horsemen armed with powerful composite bows and skirmishing in the central Asian
tradition. Highly skilled and fierce, they showered opponents with arrows and harassed before
closing to finish the disordered foe. These represent those tribes loyal to the Sultan.
M
Nomadic Cav 8

WS
3

BS
4

S
3

T
3

W
1

I
3

A
1

Ld
7

Pts
21

Equipment: A hand weapon, shield and bow. May have throwing or thrusting spear (+1 pt)
and light armour (+3 pts).
Special Rules: Light Cavalry. Parthian Shot. May only be used in Mid and Later Ayybid
armies.

Arab Camel Riders


Camels were as poor in combat as they were excellent while on the march.
M
Camel Rider 6

WS
3

BS
3

S
3

T
3

W
1

I
3

A
1

Ld
6

Pts
16

Equipment: A hand weapon and javelins. May have throwing spear (+1 pt), and either shield
(+1 pt), or large shield (+2 pts). May exchange javelins for short bow (free), or bow (+1 pt).
Special Rule: Cause Fear in enemy cavalry.

INFANTRY
Volunteers
As the fortunes of Muslim armies began to turn in their favour under a succession of
charismatic leaders such as Zengi and Saladin so volunteers flocked to support their cause.
These fell into two categories. The Ghazis were fervently motivated by religion and sought a
place in paradise through battle with the infidel. Muttatawwia fought for the promise of the
loot which victory could bring.
M
Mutatawwia 5
Volunteer
5

WS
3
2

BS
3
3

S
3
3

T
3
3

W
1
1

I
3
3

A
1
1

Ld
7
6

Pts
6
5

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THE CRUSADES MINI SUPPLEMENT


Equipment: Mixed weapons (counts as hand weapon and javelins) and shield. May have
throwing spear instead of javelins (+1 pt). Every other unit may have large shield/light armour
(+2 pts). May be Riding Camels (+1 pt).
Skirmisher Option: Any unit may be designated as Skirmishers (free). Skirmishers may
exchange their javelins, either for a sling (free), a short-bow (free), or for a bow (+2 pts) - they
may take no further equipment.
Special Rule: Subject to Warband Psychology, rules 1 & 2.

Abid Infantry
The traditional spear- and sword-armed native Arab infantry warriors were soon replaced by
non-Arab militias, and later by regular infantry regiments, such as the guards and the North
African abid regiments.

Guard
City Militia
Levy

M
4
4
4

WS
3
2
2

BS
3
3
2

S
3
3
3

T
3
3
3

W
1
1
1

I
3
3
2

A
1
1
1

Ld
7
6
5

Pts
6
5
3

Equipment: Mixed weapons (counts as a hand weapon and javelins) and shield. May have
throwing spear instead of javelins (+1 pt), City Militia and Guards may have large shield
instead of shield (+1 pt). Guards may also have thrusting spear instead of javelins (+1 pt). Any
unit may be Riding Camels (+1 pt).
Special Rules: Combined Formation: In Mid and Later Ayyubid armies, up to half the models
may exchange mixed weapons for bow (free) - archers are placed in the rear ranks and may
take no further equipment. Levies count as Levies.

Skirmishers and Light Troops

0-2 Guard
City Militia
Levy

M
4
4
4

WS
3
2
2

BS
3
3
2

S
3
3
3

T
3
3
3

W
1
1
1

I
3
3
2

A
1
1
1

Ld
7
5
5

Pts
7
4
3

Equipment: Hand weapon, buckler & sling or javelins. May exchange sling or javelins for
short bow (+1 pt), bow (+2 pts), and exchange buckler for shield (free). May be Riding Camels
(+1 pt). Guards may exchange javelins or slings for throwing spear (+1 pt
Light Crossbow Option: In Later Ayyubid armies, two units may replace sling or javelins
with light crossbow (+3 pts).
Special Rules: City Militia and Levy are Skirmishers. Guards are Light Infantry. Light Troop
models with bows may not outnumber Light Troop models armed with other weapons. Levies
count as Levies.

SPECIAL UNITS
0-1 Mountainmen
Resilient and swift warriors from the mountain tribes of the Kurdish regions were often
employed as light infantry and skirmishers.
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THE CRUSADES MINI SUPPLEMENT


M
5

Mountainmen

WS
3

BS
3

S
3

T
3

W
1

I
3

A
1

Ld
6

Pts
6

Equipment: A hand weapon, sling or javelins and a shield. May exchange sling or javelins for
bow (+1 pt).
Special Rules: Light Infantry. Stealth.

Qaraghulams, Kurdish Cavalry

Qara/Kurd Cav

M
8

WS
3

BS
4

S
3

T
3

W
1

I
3

A
1

Ld
7

Pts
24

Equipment: A hand weapon, light armour and bow. May have a throwing spear (+1 pt), and
either buckler (+1 pt) or shield (+2 pts). Horses may have half-barding (+2 pts), or barding (+4
pts).
Special Rule: Superior Cavalry Rule 1 & 4.

Turcoman Cavalry
Turcomen formed the bulk of Syrian and Ayyubid light cavalry. Essentially nomadic horsemen
armed with powerful composite bows and skirmishing in the central Asian tradition. Highly
skilled and fierce, they showered opponents with arrows and harassed before closing to finish
the disordered foe. These represent those tribes loyal to the Sultan.

Turcoman

M
8

WS
3

BS
4

S
3

T
3

W
1

I
3

A
1

Ld
6

Pts
22

Equipment: A hand weapon and a bow. May have throwing spear (+1 pt), javelins (+1 pt) and
a shield (+2 pts).
Special Rules: Skirmishers. Nomad Cavalry.

Naffatun
Naft, a mixture of crude oil and other, unknown substances were first used in the mid-8th
century. It saw use in the both Muslim navy and army, and could be a frightening and volatile
weapon to friend and foe alike.

Naffatun

M
5

WS
2

BS
3

S
3

T
3

W
1

I
3

A
1

Ld
6

Pts
12

Equipment: A hand weapon, shield and nasty incendiary projectiles.


Special Rules: Skirmisher. Naffatun must be incorporated in units of City Militia skirmishers.
One Naffatun may be added to each unit. The incendiary projectiles thrown by the Naffatun are
treated like javelins with a Strength of 4. As the burning liquid thrown by a Naffatun will
penetrate even the best armour, no armour save is allowed. A unit that receives a wound from a
Naffatun must take an immediate Panic test. If the unit panics it will flee an extra D6 to remove
itself from the fire-slinging maniac!

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THE CRUSADES MINI SUPPLEMENT


THE SELJUKS OF RUM
The Seljuks had converted to Islam in the 10th century. By the mid 11th century their seizure of
Baghdad from the Abbasids in 1055 seemed to offer some hope of Muslim unity. To underline
his authority the Seljuk warlord Tughril Beg made himself Sultan and re-established the
caliphate to rule as one power over the Muslim world. In 1071 the Seljuks took the holy city of
Jerusalem from the Fatimids.
Next to feel the wrath of the Seljuks was the ancient Byzantine Empire. At the battle of
Manzikert in 1071 Sultan Alp Arslan thrashed the Byzantine Emperor Romanus IV Diogenes.
Much of the Byzantine army betrayed the Emperor and the subsequent Seljuk expansion almost
reached Constantinople
When the Crusaders stormed into Anatolia, enroute to Jerusalem, the Seljuks of Rum were the
first Muslims they encountered. Frankish Crusade were just a tiny thorn in the side the vast
world of Islam, which had far greater problems to deal with internally whilst a new menace
grew in the east.
The Mongols not the Crusaders eventually crushed Rum. Rum became a vassal state of the
Mongols by 1256 and lost all independence by 1276.
ARMY SELECTION
EARLY SELJUKS
Characters: Up to 25% of the available points may be spent on the characters. An Army
General must be chosen.
Cavalry: At least 50% of the available point must be spent on cavalry.
Infantry: Up to 50% of the available points may be spent on infantry.
Allies: Up to 25% of the available point may be spent on troops from the following lists: Early
Crusades.
Early Seljuks Special Rule
In Early Seljuks armies, Heavy Guard Cavalry may have warhorses instead of horses (+3 pts
per model).

LATE SELJUKS
Characters: Up to 25% of the available points may be spent on the characters. An Army
General must be chosen.
Cavalry: At least 50% of the available points must be spent on cavalry.
Infantry: Up to 50% of the available points may be spent on infantry.
Allies: Up to 25% of the available point may be spent on troops from the following lists:
Mongols, Late Crusades.
Units available to Late Seljuks: All except Daylami, Kurds, Ahdath, may be selected.
Late Seljuks Special Rule

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42

THE CRUSADES MINI SUPPLEMENT


In Late Seljuks armies, Heavy Guard Cavalry may have warhorses instead of horses (+3 pts
per model).
SPECIAL RULES
Selujuk Axe and Mace
Selujuk mace was a fearsome weapon used one handed at the start of the battle but later one
used in both hands either from the loss of the shield or from exhaustion that forced the use of
both hands.
The mace used by the Seljuks are for this list only classified as follows: The smaller onehanded axes are hand weapons. The one-and-half ones are designated Seljuk Mace and they
count as halberds. Finally, the great or two-handed Maces and axes that represents the large
axes and goes under the rules for normal two-handed weapons.

CHARACTERS
Generals and Commanders
The army general represents the Sultan or more likely a leading Amir. The Sultan rarely led
his troops since the days of Great Seljuks. The Amirs are the Princes and leaders of the many
city-states, which constituted Rum, previously Anatolia. Primarily politicians many were
capable warriors and generals

0-1 Amir
Lesser Amir
Minor Amir

M
4
4
4

WS
6
6
5

BS
5
5
4

S
4
4
4

T
4
4
4

W
3
2
2

I
6
6
5

A
3
3
2

Ld
9
8
8

Pts
175
110
90

Equipment: A hand weapon, light armour and a shield. May have heavy armour (+4 pts),
throwing or thrusting spear (+2 pts), and either javelins (+2 pts) or a bow (+3 pts). If on foot he
may have a double-handed weapon (+2 pts), an additional hand weapon (+3 pts) or a Seljuk
Mace (+2 pts). May ride a warhorse (+16 pts).
Army General Options: If no other general has been chosen a Lesser Amir may be upgraded
to Army General (+25 pts). If the total army size is less than 2000 pts a Minor Amir may be
upgraded to Army General (+25 pts).
Special Rules: Army General. If the army is led by a Amir it must contain the Askar or a unit
of Daylami (depending on the chosen army list). The Amir must join the Askar (or the
Daylami) and may not leave them as long as they are on the battlefield.

0-1 Army Standard Bearer

ASB

M
4

WS
4

BS
4

S
4

T
4

W
2

I
5

A
2

Ld
8

Pts
95

Equipment: A hand weapon, light armour and a shield. May have heavy armour (+4 pts),
javelins (+2 pts) and may ride a warhorse (+16 pts).
Special Rule: Army Standard Bearer.

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43

THE CRUSADES MINI SUPPLEMENT


Principality Lord
Principality Lords are either the leaders of smaller city-states and principalities or a general
appointed by the Amir.

Principality Lord

M
4

WS
4

BS
3

S
4

T
3

W
1

I
4

A
1

Ld
8

Pts
20

Equipment: A hand weapon and a shield. May have light armour (+2 pts), throwing or
thrusting spear (+2 pts), javelins (+1 pts), double-handed axe (+2 pts), Seljuk Mace (+2 pts) or
an additional hand weapon (+2 pts). May be Riding a Horse (+1 pts).
Special Rules: May only be included in units of Daylami.

CAVALRY
Heavy Guard Cavalry
Bodyguards and retainers of the Elite. The Askar was a body of professional soldiers trained
and kept at their employer's expense. Payment was now increasingly in the 'iqta', a grant of
land as cash was short. Some were slave soldiers, some paid freemen including Turks, Kurds,
Armenians, and Arabs. Such Askaris formed elite cavalry units and Amirs bodyguards. They
were the shock troops of the army. Armed to the teeth they were able to shoot down enemies
before delivering a devastating charge.

M
8
8

0-1 Askar
Heavy Cav

WS
4
4

BS
4
4

S
3
3

T
3
3

W
1
1

I
4
4

A
1
1

Ld
8
8

Pts
29
24

Equipment: A hand weapon, light armour and a shield. May have thrusting spear (+2 pts) and
either javelins (+1 pt) or a bow (+2 pts). Guard may also have heavy armour (+1 pt).
Special Rules: All Askar and Heavy cavalry are treated as Superior Cavalry Rule 1 & 2.
Askar cavalry are Drilled and Fearsome and worth an extra 100 VPs if destroyed, similar to
an Army Standard Bearer.

Syrian Cavalry
Allied cavalry that have left their territories to serve as mercenaries under the Seljuk

Syrian Cav

M
8

WS
4

BS
3

S
3

T
3

W
1

I
4

A
1

Ld
7

Pts
22

Equipment: Hand weapon and a bow. May have light armour (+3 pts), shield (+2 pts) or a
buckler (+1 pt) and thrusting spear (+1 pt).
Special Rules: Light Cavalry. Expert Horsemen. May use Feigned Flight and Parthian Shot.
One unit of Syrian cavalry may be chosen for each two units of Turcoman Light Cavalry.

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44

THE CRUSADES MINI SUPPLEMENT


Turcoman Light Cavalry
Turcoman Light Cavalry should be the most common type of light cavalry except in special
circumstances. Militia on horses were generally of a poorer quality than the allied tribes.
Turcomen formed the bulk of Seljuk armies since the time of the Great Seljuks. Essentially
nomadic horsemen armed with powerful composite bows and skirmishing in the central Asian
tradition. Highly skilled and fierce, they showered opponents with arrows and harassed before
closing to finish the disordered foe. These represent those tribes loyal to the Seljuk Sultan.

Tribal Cav
Militia Cav

M
8
8

WS
3
3

BS
3
3

S
3
3

T
3
3

W
1
1

I
3
3

A
1
1

Ld
7
6

Pts
18
14

Equipment: A hand weapon. May have a shield (+2 pts) or a buckler (+1 pt), thrusting spear
(+2 pts) and either javelins (+1pt ) or a bow (+2 pts).
Special Rules: Light Cavalry. Tribal cavalry may use Feigned Flight, Parthian Shot and are
Expert Horsemen.
INFANTRY
Daylami
Originating from Daylam, south of the Caspian Sea, these excellent Muslim infantry were
highly prized soldiers. They carried a brightly painted shield and javelins known as zhupin.
Daylamis

Daylami

M
4

WS
4

BS
3

S
3

T
3

W
1

I
4

A
1

Ld
8

Pts
16

Equipment: A hand weapon, light armour and a shield. May have throwing or thrusting spear
(+1 pt), javelin (+1 pt), double handed axe (+2 pts), or a Seljuk Mace (+1 pt). 0-1 unit may
Ride Horses as mounted infantry (+1 pt )
Special Rules: Fearsome. Different Equipment: 25% of the models in the unit may be armed
with two-handed weapons who must be placed in the front rank(s). Shieldwall. Each unit may
contain up to three Principality Lords

Seljuk Infantry
These represent the subjugated native Anatolian foot troops employed by their Seljuk masters.
Seljuk infantry fought variously with bows and javelins skirmishing as light troops. Some were
armed with spears of varying lengths. These formed up in more compact units and went 'toe to
toe' with the foe.

Seljuk

M
4

WS
3

BS
3

S
3

T
3

W
1

I
3

A
1

Ld
7

Pts
6

Equipment: A hand weapon and shield. May have light armour (+2 pts). May have a thrusting
spear (+1 pt) and javelins (+1 pt) or bow (+2 pts).
Special Rules: Shieldwall. Levies. Different Equipment: Up to 50% archers allowed, who are
placed in the rear ranks.

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45

THE CRUSADES MINI SUPPLEMENT


Kurds
The Kurds were overrun by the Seljuks and dispersed widely throughout the Middle East. Their
warlike qualities made them good soldiers. Many Mamluks were of Kurdish origin, Saladin
was Kurdish.

Kurds

M
5

WS
3

BS
3

S
3

T
3

W
1

I
3

A
1

Ld
5

Pts
5

Equipment: Mixed weaponry (counts as a hand weapon and javelins) and a shield.. May have
either a bow (+2 pts) or thrusting spears (+1 pt).
Southern Kurd Variant: The southern kurdish warriors were used to fighting in mountainous
hill and broken terrain. Any Kurd unit may be designated as Southern kurds (free), who count
as Light Infantry.
Special Rules: Warband. Levies. Different Equipment allowed with up to 50% archers, who
are placed in the rear ranks.

Ahdath
Ahdath are an urban militia or city defence force, literally 'young men'. They were raised for a
fixed period, usually one campaigning season and not often expected to fight far from the city.
Arms and armour were issued from central arsenals so they could on occasion be heavily
equipped.

Ahdath

M
4

WS
2

BS
2

S
3

T
3

W
1

I
2

A
1

Ld
5

Pts
3

Equipment: Armed with tools and farm implements (treat as a hand weapon) and a shield.
May have thrusting spear (+1 pt).
Special Rules: Levies. May not include a Musician or Standard Bearer.

Skirmishers
A mixture of all types of troops both conquered and bought including allies. The skirmishing
troops equipped with javelins.

Mercenary
Skirmishers

M
4
5

WS
3
2

BS
3
3

S
3
3

T
3
3

W
1
1

I
3
3

A
1
1

Ld
7
5

Pts
7
5

Equipment: A bow and a hand weapon. May exchange their bows for javelins and shields
(free). In Later Seljuk armies, Mercenary Skirmishers may exchange their bow for a crossbow
(+4 pts), and may have light armour (+2 pts).
Special Rules: Skirmishers. Levies. At least as many Seljuk infantry models as Mercenary
Skirmisher models must be bought. As least as many Kurdish warriors as Skirmishers must be
chosen. In Later Seljuk armies, the number of models armed with crossbows may not exceed
those armed with bows.

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46

THE CRUSADES MINI SUPPLEMENT


SYRIAN
The Syrian list represent the Syrian city-states and the rise of a Syrian army hostile to Saladin
after his capture of Egypt. As such you will not be short of opponents, being able to take on
Crusaders, Seljuks, Fatimids, Ayyubids and other Syrians.
ARMY SELECTION
SYRIAN ARMY LIST
Characters: Up to 25% of the available points.
Cavalry: At least 25% of the available points. Up to two units of Elite Syrian Lancers may be
chosen.
Infantry: Up to 66% of the available points.
Allies & Mercenaries: Up to 25% of the available points may be spent on Mongols
Syrian army list Special Rules
Armies led by an Amir or the Sultan may use the Strategem special rule.
Any unit of Elite Syrian Lancers and Syrian/Ghulam Cav, and any character leading them,
may be upgraded to Border Cavalry (+1 pt). Border Cavalry may not combine with Archer
Cavalry, but have the Feigned Flight ability.

CHARACTERS
Generals
The general is the leader of the army and the state. He represents one of the new breed of
opposition to the Frankish invaders and the forces of Saladin.

0-1 Amir
0-1 Lesser Amir

M
8
8

WS
6
5

BS
6
5

S
4
4

T
4
3

W
3
3

I
6
6

A
3
2

Ld
9
9

Pts
185
120

Equipment: A hand weapon. Rides a horse. May have light armour (+3 pts), heavy armour
(+4 pts), bow (+3 pts), shield (+2 pts), and light lance (+3 pts). May ride a warhorse (+8 pts).
The horse or warhorse may have half-barding (+2 pts) or barding (+4 pts).
Lesser Amir as Army General: If no Amir has been chosen a Lesser Amir may be upgraded
to Army General (+25 pts).
Sultan as Army General: Should the total army value exceed 2,000 pts, the Amir may be
upgraded to Sultan (Sultan, Leadership 10, +25 pts).
Special Rules: The Amir and Sultan is an Army General.

Commanders
The Amirs are appointed local governors and generals.. Most Amirs retained their own
regiment of troops, bought and trained at their own expense. They were expected to bring these
troops on campaign when called upon

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47

THE CRUSADES MINI SUPPLEMENT


Minor Amir
Shaikh

M
8
8

WS
5
4

BS
5
4

S
4
3

T
3
3

W
2
2

I
5
4

A
2
2

Ld
8
8

Pts
75
45

Equipment: A hand weapon. Rides a horse. May have light armour (+3 pts), heavy armour
(+4 pts), bow (+3 pts), shield (+2 pts), and light lance (+3 pts). May ride a warhorse (+8 pts).
The horse or warhorse may have half-barding (+2 pts) or barding (+4 pts).
Dismounted Shaikh Option: Shaikh may dismount (-8 pts, reduce movement to 4).
Special Rules:

0-1 Army Standard Bearer


The army standard bearer carried the generals personal standard marking his position during
the ebb and flow of battle.

ASB

M
8

WS
4

BS
4

S
4

T
3

W
2

I
5

A
2

Ld
8

Pts
75

Equipment: A hand weapon. Rides a horse. May have light armour (+3 pts), heavy armour
(+2 pts), and shield (+2 pts). May ride a warhorse (+8 pts). The horse or warhorse may have
half-barding (+2 pts) or barding (+4 pts).
Army Standard: In armies led by the Amir or the Sultan, the Army Standard Bearer must be
upgraded to Royal Palace Standard (+10 pts, +1 to Leadership).
Special Rules: Army Standard.

CAVALRY
Syrian armies were similar to those of the Seljuks of Rum and shared many troop types. The
core was of cavalry, a sizeable proportion of which were the excellent horse archers. The
tribes fell into two further categories, those loyal to the armys leader and those less loyal
tribes hired on a mercenary basis
Heavy Cavalry
The native Syrian lancers wore armour and carried shields, sometimes riding barded horses.
These were not mounted archers and therefore attacked at the charge hoping to break the
enemy by shock and impetuous. The second type were the Ghulams. These were the
forerunners of the Mamluks themselves. Middle Eastern rulers had for centuries often used
Ghulams as a core around which to build armies and as a small standing force to keep
themselves in power. Essentially Ghulams were professional slave troops trained, owned and
maintained at great expense. Their skills were two fold, firstly as mounted archers and
secondly as shock troops if armed with a long thrusting spear.
M
Elite Syrian Lancers 8
Syrian/Ghulam Cav 8

WS
4
3

BS
3
3

S
3
3

T
3
3

W
1
1

I
3
3

A
1
1

Ld
7
7

Pts
21
20

Equipment: A hand weapon, light armour, shield and light lance. May have heavy armour (+1
pt).
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48

THE CRUSADES MINI SUPPLEMENT


Scouts: For every two units of the same type and with the same equipment, the smallest unit
may be designated as Scouts (free), who count as Light Cavalry.
Special Rules: Superior Cavalry Rule 1 & 2. Combined Formation: Up to half of any unit of
Elite Syrian Lancers and Syrian/Ghulam Cavalry may be Archer Cavalry, who are placed in
the rear ranks. May be Drilled (+1 pt).

Archer Cavalry
M
Elite Archers
8
Syrian/Ghul Archers 8

WS
4
3

BS
3
3

S
3
3

T
3
3

W
1
1

I
3
3

A
1
1

Ld
7
7

Pts
18
17

Equipment: A hand weapon, bow and buckler. May have light armour (+3 pts). Elite Archers
may have heavy armour (+4 pts).
Special Rules: Superior Cavalry Rule 1 & 2. Combined Formation: Archer Cavalry must
combine with Heavy Cavalry they cannot be taken on their own. May be Drilled (+1 pt).

Light Cavalry
Syrian Light Cav
Light Cav

M
8
8

WS
4
3

BS
3
3

S
3
3

T
3
3

W
1
1

I
3
3

A
1
1

Ld
7
7

Pts
17
16

Equipment: A hand weapon, javelins and shield. May exchange javelins for either throwing
spear (+1 pt), or light lance (+2 pts). May have light armour (+3 pts).
Special Rules: Light Cavalry. Syrian Light Cavalry may be Drilled (+1 pt). Combined
Formation: Any model may exchange javelins & shield for shortbow & buckler (free) - archers
are placed in the rear ranks when formed.

INFANTRY
Heavy Infantry
Syrian armies were mostly mounted and cavalry usually formed the main arm. However the
infantry were not without their place. The commonest was the Ahdath, a city militia, and these
could be fairly heavily armed and armoured. Most Syrian cities kept a central arsenal that
equipped the Ahdath when they were called upon.
M
Elite Ahdath 4
Ahdath
4
Irregular
4

WS
4
3
2

BS
3
3
2

S
3
3
3

T
3
3
3

W
1
1
1

I
3
3
2

A
1
1
1

Ld
7
7
6

Pts
9
7
4

Equipment: A hand weapon, shield and thrusting spear. May have large shield instead of
shield (+1 pt), and javelins or darts (+1 pt). One unit of Elite Ahdath may have light armour
(+3 pts).
Special Rules: Shieldwall. Combined Formation: Up to half of any unit may be Archers who
are placed in the rear ranks. Elite Ahdath may be Drilled (+1 pt). Irregular troops count as
Levies.
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49

THE CRUSADES MINI SUPPLEMENT


Archers
M
Elite Ahdath 4
Ahdath
4
Irregular
4

WS
3
3
2

BS
3
3
2

S
3
3
3

T
3
3
3

W
1
1
1

I
3
3
2

A
1
1
1

Ld
7
7
6

Pts
7
6
3

Equipment: A hand weapon, buckler & bow.


Special Rules: Combined Formation: Archers must combine with Heavy Infantry, they cannot
be taken on their own. Elite Ahdath may be Drilled (+1 pt). Irregular troops count as Levies.

Skirmishers
Light infantry were mainly skirmishers with some useful Kurdish troops available. Lastly there
are the volunteers who joined for either religious reasons or for a share in the spoils of war.

0-2 Kurdish
Regular
Irregular

M
4
4
4

WS
3
3
2

BS
3
3
2

S
3
3
3

T
3
3
3

W
1
1
1

I
3
3
2

A
1
1
1

Ld
7
6
5

Pts
8
7
3

Equipment: A hand weapon, javelins or sling & buckler. Every 2nd unit of Skirmishers may
replace javelins or sling with bow (+1 pt). Skirmishers armed with javelins may exchange their
buckler with a shield (free).
Special Rule: Skirmishers. Irregular troops count as Levies

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50

THE CRUSADES MINI SUPPLEMENT


MONGOLS
When Genghis Khan died in 1227 AD his vision of a single world Empire under Mongol rule
was well underway. He had united the Mongolian and Turkish-speaking nomads of the east
Eurasian steppe and proceeded with global conquest. This inevitability led to endless Mongol
victories and huge wealth, which seemed to be self-perpetuating. The Royal family and
possibly the tribal rank and file may well have deemed it their 'manifest destiny' to conquer and
rule the world.
The Mongol Generals exercised supreme control over their armies and enjoyed utter
obedience from their troops. Their enemies soon learned that to resist was to reap a whirlwind
of death. Even those of Royal or noble birth all Mongol males were trained swordsmen,
archers and horsemen. They had access to the finest armour and weapons available in the
known world.
ARMY SELECTION
EARLY MONGOLS
Characters: An Army General and an Army Standard Bearer may be chosen.
Cavalry: Any amount of points may be spent on cavalry.
Infantry: Up to 20% of the available points may be spent on infantry if at least three Yurts
have been taken as well.
Special Units: Up to 25% of the available points may be spent on Yurts and defenders.
Allies: Up to 25% of the available points may be spent on Subject Tribe Infantry and
Armenian Heavy Cavalry and Turcoman Cavalry. Every other unit of Subject Tribe Infantry
may be Riding Camels (+1 pt).
Early Mongol Nobles Equipment:
A hand weapon, bow and shield. May have light armour (+1 pt) and either javelins (+1 pt) or
thrusting spear (+2 pts).
Early Mongol Horse Archers Equipment:
A hand weapon, bow and shield. May have either javelins (+1 pt) or throwing spear (+1 pt).
Early Mongol Special Rule
Early Mongol nobles with light armour are Expert Horsemen and may use Superior Cavalry
rule 1. All other Early Mongol cavalrymen are Nomad Cavalry.

LATER MONGOL
Characters: Up to 25% of the available points. Khans should be represented by using the
Great Khagan entry.
Cavalry: Any amount of points may be spent on cavalry.
Infantry: None.
Special Units: Up to 25% of the available points may be spent on Wagons and defenders.
Allies: Up to 25% of the available points may be spent on subject tribe infantry and Armenian
Heavy Cavalry and Turcoman Cavalry

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51

THE CRUSADES MINI SUPPLEMENT


Later Mongol Nobles Equipment:
A hand weapon, bow and buckler. May have shield (+1 pt), light armour (+1 pts), heavy
armour (+3 pts) and throwing spear (+2 pts). Nobles with heavy armour may have thrusting or
throwing spear (+2 pts).
Later Mongol Horse Archers Equipment:
A hand weapon, bow and buckler. May have shield (+1 pt), light armour (+3 pts), and either
throwing spear (+1 pt), or javelins (+1 pt).
Later Mongol Wagon Defenders Equipment:
A hand weapon, javelins and shield. May exchange javelins for a bow (+1 pt). Every other
wagon defender model may be equipped with a crossbow (+5 pts per model).
Later Mongol Special Rules
Mounted Later Mongol are Nomad Cavalry, except Later Mongol with light or heavy armour,
are Expert Horsemen and have Superior CavalryRule 1.
Later Mongol Horse Archers fight as Skirmishers (not as Light Cavalry)Elite Horse Archers
fight as Light Cavalry.

CHARACTERS
0-1 General
These generals command their own troops, although Mongol armies came to rely more and
more on subject states. Such reliance on unwilling subject states was to become a problem.
M
Khagan
8
Lesser Khan 8

WS
6
5

BS
6
6

S
4
4

T
4
3

W
3
3

I
6
6

A
3
2

Ld
9
8

Pts
185
130

Equipment: See equipment options of the selected tribe. May choose from the equipment
available to Noble Cavalry.
Great Khagan Option: As Army General in Later Mongol armies exceeding 2000 pts the
Khagan may be upgraded to Great Khagan (+25 pts, Leadership 10).
Special Rule: Army General.

0-1 Army Standard Bearer


Whether it was a horse tail standard, a draco standard or something entirely different, the
warbanner provided the nobles and horse archers with an easily recognizable rallying point.

ASB

M
8

WS
5

BS
5

S
4

T
3

W
2

I
5

A
3

Ld
8

Pts
85

Equipment: See equipment options of the selected tribe. May choose from the equipment
available to Noble Cavalry, but may not take spear.
Special Rule: Army Standard.

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52

THE CRUSADES MINI SUPPLEMENT


Commanders
The warlike society of the steppe peoples produced men that excelled in horsemanship, archery
and martial combat. The very best of these warriors would head their own tribe, possibly even
ending as the joint ruler of a tribal confederation.
M
Noble Comm. 8
Commander 8

WS
4
4

BS
5
5

S
3
3

T
3
3

W
2
2

I
5
4

A
2
2

Ld
8
7

Pts
65
50

Equipment: See equipment options of the selected tribe. May choose from the equipment
available to Noble Cavalry.
Special Rule: Noble Commanders must lead a unit of Nobles and may not leave voluntarily.
CAVALRY
1 2 Units Nobles
The wealthiest and most renowned warriors of any tribe were nobles - the best equipped and
most experienced troops the army could muster.

Noble

M
8

WS
4

BS
4

S
3

T
3

W
1

I
4

A
1

Ld
8

Pts
29

Equipment: See Noble Cavalry equipment options of the selected period.


Special Rule: Light Cavalry.

2+ Units of Horse Archers


The bulk of any nomadic army was horse archers, ranging from adolescent horsemen out on
their first raid, to older and more experienced warriors, with many battles and skirmishes
behind them.

Elite tribesman
Tribesman

M
8
8

WS
3
3

BS
4
3

S
3
3

T
3
3

W
1
1

I
4
3

A
1
1

Ld
7
7

Pts
26
22

Equipment: See Horse Archer equipment options of the selected period.


Special Rule: Light Cavalry.

INFANTRY
Light Infantry
Many tribes were equally at home fighting on foot. Although they were outclassed by heavy
infantrymen they were experts in using the lay of the land to their advantage.

Tribesman

M
4

WS
3

BS
3

S
3

T
3

W
1

I
3

A
1

Ld
7

Pts
8

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53

THE CRUSADES MINI SUPPLEMENT


Equipment: Hand weapon, bow and shield. May have either javelins (+1 pt) or throwing spear
(+1 pt).
Special Rule: Light Infantry.

ALLIES AND SUBJECTS


Subject Tribesmen
Vassals and subjects were generally less keen to fight on behalf of their masters, but at the
prospects of looting rights they could be persuaded...

Elite Tribesman
Tribesman

M
5
5

WS
3
2

BS
3
2

S
3
3

T
3
3

W
1
1

I
3
3

A
1
1

Ld
4
4

Pts
5
4

Equipment: Mixed weapons (counts as a hand weapon and javelins) and shield. May have
throwing spear (+1 pt).
0-1 unit may replace their javelins and shield with a bow & buckler (+2 pts), but may take no
further equipment if they do so.
Special Rules: Light Infantry. Subject to Warband Psychology, rule 1. Levies.

0-1 Armenian Heavy Cavalry


The mountainous kingdom of Armenia had produced fine soldiers for centuries. After gaining
independence during the fallout from the Byzantine defeat at Manzikert in 1071 the Armenians
were then overrun by the Seljuks. Armenian troops crop up all over the place and featured in
many armies.
M
WS BS
S
T
W
I
A
Ld
Pts
Armenian Heavy Cav 8
3
4
3
3
1
3
1
7
22
Equipment: A hand weapon and bow. light armour. May have javelins (+1 pt), and buckler
(+1 pt). Armenian Heavy Cavalry may also have heavy armour (+2 pts), and either throwing
spear (+1 pts) or light lance (+2 pts).
Special Rules: Armenian Heavy Cavalry with throwing spear or light lance are Superior
Cavalry Rule 1 & 2.
Turcoman
Turcomen formed the bulk of Seljuk armies since the time of the Great Seljuks who conquered
so much of the Middle East. When the Mongols came many of these tribes were absorbed into
the Horde being hardly any different from the Mongols themselves.

Turcoman Cav

M
8

WS
3

BS
3

S
3

T
3

W
1

I
3

A
1

Ld
6

Pts
19

Equipment: A hand weapon and bow. May have javelins (+1 pt), and buckler (+1 pt).
Special Rules: Turcoman are Skirmishers and Nomad Cavalry.

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54

THE CRUSADES MINI SUPPLEMENT


SPECIAL UNITS
0-5 Wagons, 15 pts per wagon
Packed with the tribes worldly goods, and sometimes loot from a successful raid, wagons
were sometimes used as a movable fortification.

Defender

M
4

WS
2

BS
3

S
3

T
3

W
1

I
2

A
1

Ld
7

Pts
4

Equipment: Each wagon may have up to five defenders with a hand weapon and javelins at
the cost of 4 points per model. Wagon defenders may have shield (+1 pt), and exchange
javelins for a bow (+1 pt).
Wagon Deployment: The wagons are deployed as one unit and must be placed on the table as
the first unit. The wagons are placed 3 apart in a circle or semi-circle, with two wagons at
each end touching the nomad players table edge. The wagons do not block line of sight.
Defender Deployment: All the defenders are Skirmishers, they count as one unit and may not
take a Standard or a Musician. They are placed inside the wagon circle and may not leave
voluntarily. As long as they remain inside the wagon circle they count as being behind hard
cover. The wagons count as a defended obstacle until the defenders lose a round of close
combat.
Victory Points: For each undefended wagon at the end of the game the opponent gains an
additional +15 Victory Points.

3-5 Yurts (felt tents), 5 pts per yurt


Most nomadic tribes lived in yurts or similar constructions, covered by felt, leather or hide.

Defender

M
4

WS
2

BS
3

S
3

T
3

W
1

I
2

A
1

Ld
7

Pts
4

Equipment: Each yurt may have up to four defenders with a hand weapon and javelins at the
cost of 4 points per model. Yurt defenders may have shield (+1 pt), and exchange javelins for a
bow (+1 pt).
Yurt Deployment: The whole yurt camp is deployed as one unit and must be placed on the
table as the first unit. The yurts are deployed 3 apart in a circle or semi-circle with at least one
yurt touching the Nomad players table edge. The yurts do not block line of sight.
Defender Deployment: All the defenders are Skirmishers, they count as one unit and may not
take a Standard or a Musician. They are placed behind the yurts and may not leave voluntarily.
As long as they remain inside the yurt camp they count as being behind soft cover.
Victory Points: For each undefended yurt at the end of the game the opponent gains an
additional +5 Victory points.

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55

THE CRUSADES MINI SUPPLEMENT


The Crusades
1096-1099 first Crusade
Antioch captured and Edessa seized, capture of Jerusalem by Crusaders
Fatimids defeated by Crusaders at third Battle of Ramlah
Crusaders capture The City of Tripoli.
1147-1148 second Crusade
Second Crusade defeated outside Damascus.
Shirkuh and Saladin defeat an army of Fatimids and allied Crusades in Egypt
Saladin is taken by surprise at Montgisard by Baldwin. The scattered Ayyubids are almost
annihilated.
Renaud de Chatillon raids and pillages Red Sea coast.
Saladin establishes full control over Egypt
Saladin traps and defeats the Franks at Hattin where the Bishop of Acre was slain and the True
Cross captured. Many were captured but Reynald de Chatillon was executed. Jerusalem
surrenders. Tyre holds out.
1189-1192 third Crusade
The Great Battle of Acre. The Frankish cavalry charge routs the Muslims besieging Acre and
scatters in pursuit. Saladin rallies the Muslims and counter attacks. The scattered Franks flee in
panic.
Richard of England holds off Saladin's attacks at Arsouf. Kings Richard of England and Philip
of France recapture Acre.
Battle of Jaffa.in which King Richard defeats Saladin's attempts to break up his army.
1193 Saladin dies.
1202-1204 fourth Crusade
Crusaders take Constantinople the capital of Byzantium!
Temuchin begins unification of nomadic Mongol tribes.
Temuchin becomes Great Khan of the Mongols who are now united under him. He adopts the
name Genghis Khan.
Genghis Khan invades China.
1218-1221 fifth Crusade
Fifth Crusade invades Egypt and is defeated
Damietta captured. The Franks under King John (de Brienne)
Genghis Khan defeats the last Khwarazmshah of Iran at the Battle of the River Indus.
1227 Genghis Khan dies
1228-1229 sixth Crusade
The Teutonic Order establishes a base on the Vistula (modern Poland)
Jaime I of Aragon takes Valencia.
The Northern Crusades are launched against Prussian tribes
Mongols conduct campaigns across eastern Europe.
Teutonic Order defeated at Liegnitz
Alexander Nevsky, leader of Novgorod defeats Teutonic Order at Lake Peipus
The Battle of Gazza, Crusaders with Syrian and Bedouin allies defeated by the Amir Baibars
with Mamluks and Khwarizmian Mercenaries.
Jerusalem sacked.
1248-1254 seventh Crusade
Damietta retaken by crusaders.
Mamluks seize throne of Egypt.
German Crusade launched to quell a new Prussian revolt.
Mongols capture Aleppo and Damascus and occupy Syria.
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56

THE CRUSADES MINI SUPPLEMENT


Syria is invaded by the Mongols
Mongols invade Burma.
Mamluks take and destroy Tripoli.
Khalil takes Acre. The inhabitants are killed or sold into slavery.
Crusader possessions on Syrian/Palestinian mainland collapse.
The Kingdom of Jerusalem is extinguished by the Mamluks

Tim Dagnall
Chris Stone
2009

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57

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